Age | Commit message (Collapse) | Author |
|
was not updated
|
|
other words:
use that spacebar!!)
|
|
updates when scrolling (HackyKid)
|
|
-Fix: You can enter some more chars in the chatbox
|
|
-Fix: removed some warnings
-Enabled ENABLE_NETWORK on windows again which I accidentally commented out.
|
|
-Fix: UDPListener was launched wrongly
-Fix: Not all sockets have broadcast enabled anymore
-Fix: Server-advertise retries 3 times before giving up
|
|
languages don't have overlapping strings
|
|
WE_KEYPRESS. Now
you can change your player-name in the GUI again :)
|
|
list. Those will be remembered until you delete them by pressing the Delete key.
|
|
companies (a lot of code can simply not handle it)
|
|
company
went bankrupt, without joining the wrong company (or even failing to do so)
|
|
hardcoded strings)
|
|
and 'void' where needed, prefixed all functions, typedefs and global
vars with 'Network' and organized all externals nicely.
|
|
file. Add a section [servers] with the addresses each in a new line. Those will be checked upon OpenTTD startup.
|
|
main-menu (so you no longer stay ingame (if you were))
|
|
you go
to Start Server, you can select by connection: 'Internet (advertise)'.
When selected, the server will announce itself to the server-list at
http://servers.openttd.org (when finished)
|
|
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 ;)
|
|
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)
|
|
|