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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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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-Codewise: [Network] Cleaned some code, removed some comment, changed
some wrong comment
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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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(after reboot)
-Fix: [Network] Fixed warnings that came with last revision
-Cleanup: [Network] Removed an unused var (_network_client_port)
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(revision length is back to 10, and checking is now done correctly)
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unique id (generated via md5)
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so I made
it 20 chars long
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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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-Fix: any disabled button in a window doesn't receive WE_CLICK events
-Added network.h
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