*/
extern void send(char * msg);
-/* Keep checking for user input, a changed worldstate file, and the server's
- * wakefulness. Update client's world representation on worldstate file changes.
- * Manipulate the client and send commands to server based on the user input as
- * interpreted by the control.h library.
+/* Keep checking for user input, a changed worldstate file, and queue input from
+ * the server's out file. Update client's world representation on worldstate
+ * file changes. Manipulate the client and send commands to server based on the
+ * user input as interpreted by the control.h library.
*
* On each change / activity, re-draw the windows with draw_all_wins(). When the
* loop ends regularly (due to the user sending a quit command), return an
* appropriate quit message to write to stdout when the client winds down. Call
* reset_windows() on receiving a SIGWINCH. Abort on assumed server death if the
* server's out file does not get updated, even on PING requests. Re-focus map
- * view on player if world.focus_each_turn is set.
+ * view on player if world.autofocus is set. Messages from the out file are put
+ * together on the queue first, from which only complete (\n-delimited) messages
+ * are read. Queues of messages are worked through completely / emptied before
+ * any re-drawing or further server polling happens.
*/
extern char * io_loop();