Age | Commit message (Collapse) | Author |
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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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date.[ch]
-Cleanup: fix whitespace related coding style issues in date.[ch]
-Cleanup: make original comments doxygen compatible and remove/change outdated comments
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receives from a server, and encapsulate this functionality into GetNetworkErrorMsg().
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- Remove the temporary synchronisation in during the map-transfer as this is no longer needed
- The saved patches work just like the saved gameoptions. You have a _patches and a _patches_newgame struct. The _patches_newgame struct contains the values from the configuration file and thus the defaults for new games. When a new game is started or an older game is loaded, the default values are copied over to _patches to be used. When you load a game that has PATS saved, the default values are also loaded, but immediately overwritten by the values from the savegame. This ensures that player-based values are always taken from your personal preferences.
- The current implementation also changes the default values if you change player-based settings in the game. For example changing window_snap_radius in a certain game will also change it for all next OpenTTD sessions.
- The savegame version has been increased to 22.
- The last 6 orso patches close the following reports:
[ 1366446 ] different names for patches: all patch settings have the same name as in the configuration file and are reachable from the console.
[ 1288024 ] Strange string on OTTD initial screen: configuration (and this includes patches) inputs are validated and clamped to their minimum/maximum values.
[ 1423198 ] Make "Signals on Drive side" player, not server, based: this is only visual so current setting is to save it with the savegame but not synchronise in multiplayer.
[ 1208070 ] Patches and New GRF options saved: apart from newgrf this is done
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configuration-ini, saveload, console and gui representations of the settings. From part 3 on, OpenTTD is once again compilable.
- Code has been added to the saveload code to honour the SLF_SAVE_NO and SLF_NETWORK_NO flags. SLF_NETWORK_NO just reads in the the bytestream and then discards it because that setting is not synchronised. For this the function SlSkipBytes() has been reinstated
- SAVEGAME_VERSION has been changed from a constant ENUM to a constant integer. This was done for the configuration-code to be able to tell which version of a CONDVAR type to handle. As said before, because settings can be saved to the savegame, they will become conditional at some point. The configuration code always has to read the 'most recent' version.
- GameOptions are saved through the new structure. It is fully compatible with any old savegame...however it is better. Because of the move to this new format we can instruct the loader to skip certain variables. Autosave for example isn't synchronised anymore (in the network). The same goes for currency and kilometers :D. That is the only functionality change this patch is supposed to have if I have written it correctly.
- NOTE! Patches are still not saved so for Multiplayer to work network_client.c and network_server.c needed slight modifications.
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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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-Fix: make sure this glitch can never happen again (ai.c)
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-Fix: the AI speed control is done by the AI-core, individual AIs don't have to do it (so, AIs were delayed twice ;)
-Add: Support for AI-network-clients (an AI, connecting to a remote server)
-Fix: minor AI-core problems
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in the network code
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serverside
-This means that one company can only have one setting for renew and replacing
more clients will not fight due to different settings anymore
-This is a needed step in the line to fix autoreplacing dualheaded locomotives
NOTE: savegame revision bump (peter1138 + me in coop)
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Added support for Mersenne Twister random number generator (not implemented in network yet)
Wrap player randoms around #ifdef
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of abusing _decode_parameters as text buffer. This should prevent several possible buffer overruns and is a bit cleaner to use. As bonus it reduces the size of most command packets by 79 bytes.
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- CodeChange: add comments to a very ugly part of the code (network_client.c); that enforces that the server gives an ID to the client.
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- Fix: [ 1153926 ] All my settings in vain... IGNORED!
- Change: I hope I got it all right. Pressing 'New Game' (either choosing random or a preset scenario) and 'Create Scenario' will start a new game with the settings and difficulty in the intro menu. Using 'Load Game' and 'Play Scenario' will take the values from the savegame/scenario itself.
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introduce stre{cpy,cat}, see string.h for their semantics
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new header (though i think some of these function don't belong into strings.c)
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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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-Fix: MSVC6 project file update (bociusz)
-Fix: MSVC6 default language is now English (UK), no longer Swedish (bociusz)
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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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server
reads beyond the size of the packet
-Fix: [Network] A server no longer crashes when a client sends an
invalid DoCommand, but drops the client instead.
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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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company-index was sent, which should have been the client-index
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-Fix: removed some warnings
-Enabled ENABLE_NETWORK on windows again which I accidentally commented out.
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company
went bankrupt, without joining the wrong company (or even failing to do so)
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hardcoded strings)
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now
stay a spectator even if someone else joins.
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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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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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-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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(somehow
windows uses WITH_REV_HACK instead of WITH_REV :s)
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unique id (generated via md5)
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endian-problems. To fix this, we are sending dparams byte by byte
(instead of an uint32). Because of this dparam is sent
not-uint32-endian-safe, but char-endian-safe. Too bad dparam can no
longer be used for normal stuff (which is currently not the case) (tnx
to Tron and Bjarni)
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