Age | Commit message (Collapse) | Author |
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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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companies and spectators for a server. This can be changed/viewed during runtime as well in the console.
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int/uint/int16/byte/-1 with proper types and constants
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functions that don't change their pointer parameters
- change a lot of byte player types to PlayerID
- beautify header files, same "#endif /* filename */" ending
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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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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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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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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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-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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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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master-server option. No GUI yet, and disabled by default (it still is WIP)
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