Age | Commit message (Collapse) | Author |
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- 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
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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.
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-Fix: ParseConnectionString() function to parse network connection string: <IP>[:<PORT>][#<PLAY_AS] .
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for your diligent fixing of warnings (and some possibly bugs) (Tron)
-CodeLayout: Remove trailing spaces and Windows linebreaks
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playername [ip/host]:[port]#[player]
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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
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-Fix: any disabled button in a window doesn't receive WE_CLICK events
-Added network.h
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-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]
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-Fix: added WIDGETS_END macro for WWT_LAST which does this for all last widget-types
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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)
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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
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-Fix change 255/0xFF to OWNER_SPECTATOR for
spectator stuff (TrueLight)
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