Age | Commit message (Collapse) | Author |
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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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