Age | Commit message (Collapse) | Author |
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list. Those will be remembered until you delete them by pressing the Delete key.
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company
went bankrupt, without joining the wrong company (or even failing to do so)
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(tnx to
GeniusDex (that makes 10 ;)))
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hardcoded strings)
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and 'void' where needed, prefixed all functions, typedefs and global
vars with 'Network' and organized all externals nicely.
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file. Add a section [servers] with the addresses each in a new line. Those will be checked upon OpenTTD startup.
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really
does not like strncpy for some silly reason.
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ClientList (tnx to teeone for reporting)
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map.c and map.h
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you go
to Start Server, you can select by connection: 'Internet (advertise)'.
When selected, the server will announce itself to the server-list at
http://servers.openttd.org (when finished)
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master-server option. No GUI yet, and disabled by default (it still is WIP)
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client's version. Also moved all revision things where it belongs (network.c)
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-Codewise: [Network] Cleaned some code, removed some comment, changed
some wrong comment
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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.
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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
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-Add: [Network] Add ip-bind ('set server_bind_ip <ip>' in console or use
scripts/pre_dedicated.scr)
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(somehow
windows uses WITH_REV_HACK instead of WITH_REV :s)
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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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