Age | Commit message (Collapse) | Author |
|
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.
|
|
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
|
|
- to chat with all players press Return (or Shift-T) and type in the message
- Press Return again to send the message
|
|
(revision length is back to 10, and checking is now done correctly)
|
|
|
|
more
space for a new company
|
|
(somehow
windows uses WITH_REV_HACK instead of WITH_REV :s)
|
|
|
|
|
|
|
|
- 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
|
|
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.
|
|
-Fix: ParseConnectionString() function to parse network connection string: <IP>[:<PORT>][#<PLAY_AS] .
|
|
for your diligent fixing of warnings (and some possibly bugs) (Tron)
-CodeLayout: Remove trailing spaces and Windows linebreaks
|
|
|
|
playername [ip/host]:[port]#[player]
|
|
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
|
|
-Fix: any disabled button in a window doesn't receive WE_CLICK events
-Added network.h
|
|
-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]
|
|
|
|
-Fix: added WIDGETS_END macro for WWT_LAST which does this for all last widget-types
|
|
|
|
Added some more desync debug code and replaced some of the error() calls with some better error boxes. Hopefully find desyncs easier (sign_de)
-GUI: Change some network GUI stuff (Darkvater)
|
|
Features:
* network core is dynamicly loaded when needed (-n isn't needed anymore)
for easy switching between single and multiplayer. But commandline
shortcuts are still enabled:
-n = autodetect network server
-n [ip] = connect to the server
* udp now uses 2 different ports
- you can run 1 server and serveral clients on one pc
- the clients udp-socket gets unloaded when the
network game starts
- the servers udp-sockets remains online to allow the
network gui to detect itself
* new gameinfo structure
this struct is available for every online/lan game
* dynamic NetworkGameList
|
|
-Fix change 255/0xFF to OWNER_SPECTATOR for
spectator stuff (TrueLight)
|
|
|