Age | Commit message (Collapse) | Author |
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unique id (generated via md5)
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disconnect without cleaning up.
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- reduce to 2 sizes (*DParam64 for 64bit values, *DParam for the rest)
- use inline functions instead of macros
- add assert()s to check for buffer overruns
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This should reduce the compile time after altering english.txt by about 1/3, because "only" 62 instead of 90 .c files must be recompiled.
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Remove the memmove special case for MSVC
According to the MSDN it was just plain wrong and memmove was directly used in some places anyway
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removal (on pressing hotkey after pressing 'bulldozer')
-Fix: network fixes (Tron)
-Some textfile changes, mainly URL's
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packets. [this caused occasional timeouts]
-Codechange: now all debug messages for network games show the frame_counter [better debugging]
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-Fix: network client should not stop sending ready packets anymore [client should not timeout without any reason]
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workaround for it)
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wrong setup of _current_player. This is only a workaround that can cause desyncs too but not that often
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-Feature: console logging (of debug messages with *developer = 2 and debug_level #) to text-files "script test.txt"
-Feature: server and client are auto-executing "on_server.scr" and "on_client.scr" scripts
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-Fix: sometimes commands got executed to early on some clients
-Feature: universal event packets for transmitting subsidys
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-Fix: ParseConnectionString() function to parse network connection string: <IP>[:<PORT>][#<PLAY_AS] .
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for your diligent fixing of warnings (and some possibly bugs) (Tron)
-CodeLayout: Remove trailing spaces and Windows linebreaks
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-Fix: added another network.c stub
-Consolecommand: "scrollto <tile>" center main view on <tile> [Darkvater]
-Consolecommand: "resettile <tile>" force bulldoze <tile> without any checks (DEBUG only) [Darkvater]
-Fix: resetengines is hooked to be not available in network games
-Codechange: "connect <connectstr>": the connect command now uses a connectionstring like the network-gui
-Fix: Direct Connect editbox can handle up to max ~35 characters [Darkvater]
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network] (sign_de)
-Fix: Only server can pause in network, action disabled for clients
-Fix: Direct Connect editbox can handle up to max ~35 characters
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-Fix: any disabled button in a window doesn't receive WE_CLICK events
-Added network.h
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-Feature: framesync packets to hold the clients framecount near the servers
-Fix: command queue now aligns the commands to be processed right after an sync or framesync packet
-Fix: added stubs for compiling without network
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-Fix: desync problem fixes
-Fix: server doesnt hang anymore when a client timed out
-Feature: low latency connection enhancements [*net_sync_freq, *net_ready_ahead]
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timed out, all clients were disconnected (sign_de)
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-Fix: desync problem (server was not waiting for clients) (sign_de)
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(MorphOS/AmigaOS) and one compiler warning fix (MorphOS) (tokai)
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Added some more desync debug code and replaced some of the error() calls with some better error boxes. Hopefully find desyncs easier (sign_de)
-GUI: Change some network GUI stuff (Darkvater)
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some variable initialization errors and a console.h warning (sign_de)
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with IP. (sign_de)
-Fix [1013884] network.c diffs (MorphOS/ AmigaOS) (tokaiz)
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Features:
* network core is dynamicly loaded when needed (-n isn't needed anymore)
for easy switching between single and multiplayer. But commandline
shortcuts are still enabled:
-n = autodetect network server
-n [ip] = connect to the server
* udp now uses 2 different ports
- you can run 1 server and serveral clients on one pc
- the clients udp-socket gets unloaded when the
network game starts
- the servers udp-sockets remains online to allow the
network gui to detect itself
* new gameinfo structure
this struct is available for every online/lan game
* dynamic NetworkGameList
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-Fix: network.c more robust (check for NULL pointer), if gethostbyname failes, try resolving IP address
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-Fix change 255/0xFF to OWNER_SPECTATOR for
spectator stuff (TrueLight)
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