Age | Commit message (Collapse) | Author |
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With networking
disabled hardcode _networking/_network_available to zero and let the compiler
handle all optimizations.
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into network.h
and let NetworkDisconnect handle all shutdown related operations.
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players are connected. The setting for this is 'min_players' and can be set in the config and via the console. If the number of players drops below this number, the server will pause the game.
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whitespace fixes only except for a few comments to make them uniform for the whole enum/struct.
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based at the year 0.
The game date subsystem now allows someone to start in the year 0 and continue
up to the year 5 000 000. However, you currently cannot build anything before
1920 as there is no newgrf support for dates before 1920 or after 2090 yet.
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the offset since 1920
-Codechange: store all year related variables that are _not_ stored in a savegame/transported over the network in the same format as _cur_year
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holding years; rename these variables to match this.
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aren't needed in the !ENABLE_NETWORK case
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Don't record those which aren't
-Fix: Not all networks are /24. Generate proper broadcast addresses for non-/24 nets
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number and get branch information and place it in the revision string. Increase NETWORK_REVISION_LENGTH to accommodate the branch tag.
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current players along with basic stats (ledow)
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This hopefully fixes a crash on lesser OS's (eg Win98). Use ttd_strlcpy() to just copy over strings and properly terminate them because different implementations of snprintf() behave differently. Courtesy of TrueLight
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parameter. (sulai)
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Darkvater's unified configuration changes (r3719+)
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enabled. Preparatory work for saving patches/settings to savegame.
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can happen in certain border-cases. For now just dynamically get this value when requested so it is always right. To do properly all player/client creation/destruction needs a hook for networking.
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for the new information.
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companies and spectators for a server. This can be changed/viewed during runtime as well in the console.
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counter instead
of game days. This allows a paused server to continue to advertise itself.
This also fixes advertising for games that start before 1922.
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interfaces with the main program through a sort of mutex. Communication uses the function OTTD_SendThreadMessage() with the approiate message which is handled in ProcessSentMessage() during the main loop.
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globally via openttd.h
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Would stop the sync checking from working in some cases.
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information about clients.
Change: Made code a little bit more readable by putting _selected_item in a local var with a shorter name.
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them flags in the process table. This also fixes bug "[ 1190944 ] Many commands not checked for security"
- CodeChange: move ValParamRailtype() to check rail type from command.h to vehicle.h where it is better suited.
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about it. You can assign variables with =, ++, --, or just new value. Console parser is now lenient towards typed spaces, and more robust in general (at least readable). Removed the 'set' command, instead implemented all such variables as 'variables'.
- Some variables are really special and cannot be assigned normally, use their callback procedure for assignment/querying. This commit also obsoletes "[1172804] Console set command cleanup"
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stable
-Add: added 'pause_on_join' and 'max_join_time' for MP games, where you
can auto-pause the game when a client wants to join the game. This to
avoid connection losses because of big maps (200+ trains). (with tnx to
#openttdcoop for the ideas and testing)
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network_core.h (Tron)".
- VS6/.NET: moved ENABLE_NETWORK to the project file setting (same place as WITH_SDL, WITH_ZLIB) and removed it from network_core.h
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- Fix: fix some VS.NET warnings
- Add missing file to VS.NET project file
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appropriate warning flags in the Makefile
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'set rcon_pw <password>'
Which enables rcon. A client can now do:
'rcon <password> "<command>"'
The command will be executed on the server. (guru3)
-Fix: 'kick 1' did crash dedicated servers
-Fix: server password is now correctly saved
!!Warning!!: do not give your rcon password to people you do not thrust!
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- Added green dot if company income is positive (else red dot)
- Added lock icon if company is password protected
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A server can ban people via ClientList
Both server and dedicated can do it via console:
'ban', 'unban', 'banlist'.
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-Fix: You can enter some more chars in the chatbox
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date for in
which year the server must restart hisself. (0 = disabled, default value)
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-Fix: removed some warnings
-Enabled ENABLE_NETWORK on windows again which I accidentally commented out.
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be found in the 'company information' window
-Spiced up 'set company_pw' a bit, where if no pw is typed, it shows the current one.
-Added a space between company name and player; looks better
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-Fix: UDPListener was launched wrongly
-Fix: Not all sockets have broadcast enabled anymore
-Fix: Server-advertise retries 3 times before giving up
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list. Those will be remembered until you delete them by pressing the Delete key.
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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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autoclean_companies on/off').
When enabled, empty companies (companies with no active clients) with no
password are declared bankrupt after 1 year of emptyness.
For empty companies with password, the password is removed after 3 years
of emptyness.
The delay of removing company/password can be configured via:
- 'set autoclean_protected <months>'
- 'set autoclean_unprotected <months>'
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They joined, they got the map, but it took some time before the new
player was created. In this time a player could do stuff, causing a
player-id-mismatch, and the player was kicked out. Now a player get's a
nice GUI which says: registering.. When that is gone, the player is
joined and can play safely. Tnx to Moriarty for bugging me with this bug ;)
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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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