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2004-12-15(svn r1098) -Fix: server without revision build doesn't care about the ↵darkvater
client's version. Also moved all revision things where it belongs (network.c)
2004-12-15(svn r1096) -Fix: [Network] PlayAs is now registered correctlytruelight
-Codewise: [Network] Cleaned some code, removed some comment, changed some wrong comment
2004-12-15(svn r1093) -Fix: Hopefully fixed windows revision issues once and for all. ↵darkvater
Removed globalness of _openttd_revision and put all such ifdefs into one place. If server has a revision only the same revisions can join; if the server has no revision everyone can join. I reckon this should be a server-side option to allow people to join or not to join.
2004-12-14(svn r1090) -Fix: Made the _openttd_revision variable global, and with that truelight
hopefully killed the windows-revision problem. If WITH_REV is defined, for both Windows as *nix system _openttd_revision is filled with normal info, else _openttd_revision is set to 'norev000' -Fix: Small possible server-crash
2004-12-13(svn r1059) -Fix: [Console] Renamed 'set port' to 'set server_port'truelight
-Add: [Network] Add ip-bind ('set server_bind_ip <ip>' in console or use scripts/pre_dedicated.scr)
2004-12-13(svn r1045) -Fix: OpenTTD compiles again under VC6 (sign_de)truelight
2004-12-13(svn r1042) -Fix: [Network] Hopefully enabled revision-check for windows ↵truelight
(somehow windows uses WITH_REV_HACK instead of WITH_REV :s)
2004-12-12(svn r1031) -Fix: [Network] The unique-id was not as unique as I though it was..truelight
2004-12-12(svn r1026) -Add: [Network] Added unique id, so in network, each client has an truelight
unique id (generated via md5)
2004-12-12(svn r1022) -Fix: [Network] [ 1083690 ] The password dialog made the network truelight
disconnect without cleaning up.
2004-12-04(svn r942) -Merged branch/network back into the trunktruelight
2004-12-02(svn r901) Small step in the process to clean up the DPARAM mess:tron
- 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
2004-11-25(svn r815) Include strings.h only in the files which need it.tron
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.
2004-11-15(svn r624) Merge r377 to trunk:tron
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
2004-09-18(svn r294) -Fix: autorail always builds rail, instead of occasional rail ↵darkvater
removal (on pressing hotkey after pressing 'bulldozer') -Fix: network fixes (Tron) -Some textfile changes, mainly URL's
2004-09-17(svn r287) Sorry, another mistakedominik
2004-09-17(svn r286) Sorry, little memalloc problemdominik
2004-09-17(svn r285) Fix: networkc.tmp will be created in user's homedir (Loki|muh)dominik
2004-09-17(svn r282) -Fix: decode params change accidently commitedsignde
2004-09-17(svn r281) -Fix: some endian issues fixed in network codesignde
2004-09-16(svn r275) -Fix: Client accidently marked as unready when sending framesync ↵signde
packets. [this caused occasional timeouts] -Codechange: now all debug messages for network games show the frame_counter [better debugging]
2004-09-16(svn r268) -Fix: console-command: script command now stops recording correctlysignde
-Fix: network client should not stop sending ready packets anymore [client should not timeout without any reason]
2004-09-15(svn r266) -Fix: hopefully fixed the desync problem nicely (and reverted the truelight
workaround for it)
2004-09-14(svn r261) -Workaround: unplayeable network-game on busy maps because of ↵signde
wrong setup of _current_player. This is only a workaround that can cause desyncs too but not that often
2004-09-14(svn r248) -Feature: console script files "exec myscript.file"darkvater
-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
2004-09-13(svn r240) -Fix: desync on subsidy generationsignde
-Fix: sometimes commands got executed to early on some clients -Feature: universal event packets for transmitting subsidys
2004-09-12(svn r229) -Fix: Some more const stuff fixed .(Tron)darkvater
-Fix: ParseConnectionString() function to parse network connection string: <IP>[:<PORT>][#<PLAY_AS] .
2004-09-12(svn r223) -Fix: Const correctness and miscellaneous fixes. Thank you Tron ↵darkvater
for your diligent fixing of warnings (and some possibly bugs) (Tron) -CodeLayout: Remove trailing spaces and Windows linebreaks
2004-09-12(svn r221) -Feature: console command and variable hookingsignde
-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]
2004-09-12(svn r219) -Fix: fixed network stub declerationsdarkvater
2004-09-12(svn r214) -Feature: CMD_NET_INSTANT [just in time command handling over ↵darkvater
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
2004-09-12(svn r212) -Fix: Network-gui fixes (sign_de)darkvater
-Fix: any disabled button in a window doesn't receive WE_CLICK events -Added network.h
2004-09-11(svn r209) -Fix: network code based desyncsignde
-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
2004-09-11(svn r207) -Codechange: randomizer handlingsignde
-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]
2004-09-10(svn r194) -Codechange: stripping trailing-spaces. Please keep this that way!truelight
2004-09-09(svn r189) -Fix: [1024750] Fix: network.c - timeout error. When one client ↵darkvater
timed out, all clients were disconnected (sign_de)
2004-09-08(svn r188) -Fix: network fixes for players with higher latency (sign_de)darkvater
2004-09-08(svn r186) -Add: debug 'net' for network debug (sign_de)truelight
-Fix: desync problem (server was not waiting for clients) (sign_de)
2004-09-07(svn r178) -Fix: small network fix if network is not enableddarkvater
2004-09-07(svn r176) -Fix: network_gui const and warnings fixes (Tron)darkvater
2004-09-06(svn r174) -Network: [ 023268] small network.c changes/cleanups ↵darkvater
(MorphOS/AmigaOS) and one compiler warning fix (MorphOS) (tokai)
2004-09-06(svn r173) -Network: [1023231] Debug Code + ErrorBoxes + Load Game/Scenario. ↵darkvater
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)
2004-09-06(svn r170) -Fix: [1022902] network fix .. console fix bug [1018523]. Fixes ↵darkvater
some variable initialization errors and a console.h warning (sign_de)
2004-08-27(svn r145) -Fix: [1016921] Network Name Resolution for not only connecting ↵darkvater
with IP. (sign_de) -Fix [1013884] network.c diffs (MorphOS/ AmigaOS) (tokaiz)
2004-08-22(svn r111) -Fix: converted all linebreaks to UNIX-linebreak (\n)truelight
2004-08-22(svn r107) Small fix for compiling without networkingdominik
2004-08-22(svn r106) New network core (by sign_de)dominik
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
2004-08-19(svn r82) -Fix ttd.rc issues on non VS compilersdarkvater
-Fix: network.c more robust (check for NULL pointer), if gethostbyname failes, try resolving IP address
2004-08-10(svn r9) Fixed a couple of warnings and minor coding issuesdominik
2004-08-10(svn r2) -Fix [993829] UDP Fixes (lucaspiller)darkvater
-Fix change 255/0xFF to OWNER_SPECTATOR for spectator stuff (TrueLight)