Age | Commit message (Collapse) | Author | |
---|---|---|---|
2021-05-05 | Cleanup: [Network] Remove variable from NetworkGameInfo that is only used ↵ | Rubidium | |
during deserialisation | |||
2021-05-05 | Change: [Network] Update server's NetworkServerGameInfo only when needed | rubidium42 | |
Split the updating in a "static" version that only needs to be called when a new map is loaded or some settings are changed, and a "dynamic" version that updates everything that changes regularly such as the current game date or the number of spectators. | |||
2021-05-05 | Codechange: [Network] Use a single NetworkServerGameInfo object at server ↵ | rubidium42 | |
side and serialize that for the clients | |||
2021-05-03 | Add: [Network] Reading std::string from a packet | rubidium42 | |
2021-05-03 | Add: [Network] Writing std::string to a packet | rubidium42 | |
2021-05-01 | Codechange: move some OS abstraction method implementations out of the header | rubidium42 | |
2021-05-01 | Codechange: encapsulate network error handling | rubidium42 | |
2021-05-01 | Codechange: rename NetworkError to ShowNetworkError | rubidium42 | |
2021-04-29 | Change: [Network] Encapsulate logic about the connection string to the ↵ | rubidium42 | |
network code (#23) | |||
2021-04-29 | Codechange: use NetworkAddress instead of two host/port variables where possible | Patric Stout | |
This also means we no longer need last_host/last_port, but can just use a single last_joined setting. | |||
2021-04-29 | Codechange: use std::string over stack-based strings if possible | Patric Stout | |
2021-04-29 | Cleanup: remove write-only variable "hostname" in NetworkGameList | Patric Stout | |
2021-04-28 | Fix b3003dd1: swap SERVER_GAME_INFO with CLIENT_GAME_INFO (#9129) | Patric Stout | |
The idea is that if you query an older server that does not support this packet yet, the client receives an error. The assumption was that on every "illegal packet" the connection would be closed. This turns out to be false. Now CLIENT_GAME_INFO aligns with the old PACKET_CLIENT_NEWGRFS_CHECKED, which does a pre-check (which fails), and an error is sent back and the connection is closed. This is not a nice solution, but it is the best we got. | |||
2021-04-27 | Fix: missing <limits> include in network/core/packet.h (#9123) | Milek7 | |
2021-04-27 | Codechange: refactor CheckGameCompatibility() from existing function | Patric Stout | |
Later commits use this function in other places too. | |||
2021-04-27 | Add: ability to retrieve game info from server over TCP | Patric Stout | |
2021-04-27 | Codechange: be explicit in pointer comparisons | Patric Stout | |
2021-04-27 | Codechange: move all NetworkGameInfo related functions to a single file | Patric Stout | |
It currently was a bit scattered over the place. Part of NetworkGameInfo is also the GRF Identifiers that goes with it. | |||
2021-04-27 | Change: [Network] lower TCP connect() timeout to 3s (#9112) | Patric Stout | |
Currently we use default OS timeout for TCP connections, which is around 30s. 99% of the users will never notice this, but there are a few cases where this is an issue: - If you have a broken IPv6 connection, using Content Service is first tried over IPv6. Only after 30s it times out and tries IPv4. Nobody is waiting for that 30s. - Upcoming STUN support has several methods of establishing a connection between client and server. This requires feedback from connect() to know if any method worked (they have to be tried one by one). With 30s, this would take a very long time. What is good to mention, is that there is no good value here. Any value will have edge-cases where the experience is suboptimal. But with 3s we support most of the stable connections, and if it fails, the user can just retry. On the other side of the spectrum, with 30s, it means the user has no possibility to use the service. So worst case we annoy a few users with them having the retry vs annoying a few users which have no means of resolving the situation. | |||
2021-04-27 | Cleanup: remove #ifdefs for compiling the old content server | rubidium42 | |
2021-04-27 | Codechange: [Network] Do not leak os_abstraction.h via fios.h | rubidium42 | |
2021-04-27 | Change: [Network] Use string error messages instead of numeric error numbers ↵ | rubidium42 | |
that need to be looked up | |||
2021-04-27 | Fix: [Network] errno and strerror do not handle network errors on Windows | rubidium42 | |
2021-04-26 | Fix 8a95fee4: Missing initialiser in Packet constructor | Charles Pigott | |
2021-04-25 | Change: use 32 KiB packets to transfer the savegame | Rubidium | |
2021-04-25 | Codechange: differentiate between UDP, TCP and compatibility MTU values | Rubidium | |
2021-04-25 | Codechange: allow different limits in packet sizes | Rubidium | |
2021-04-24 | Codechange: use std::vector instead of a fixed size array for Packets | Rubidium | |
2021-04-24 | Codechange: add accessor for the packet type to Packet and make the internal ↵ | Rubidium | |
state of Packet private | |||
2021-04-24 | Codechange: remove public access to the next pointer in Packet | Rubidium | |
2021-04-24 | Codechange: encapsulate reading the size of a Packet | Rubidium | |
2021-04-24 | Codechange: encapsulate the logic about how many bytes can be sent from a ↵ | Rubidium | |
buffer in to a Packet | |||
2021-04-24 | Codechange: move the logic shrinking of the packets into the Packet itself | Rubidium | |
2021-04-24 | Codechange: encapsulate writing data from Packets into sockets/files/buffers ↵ | Rubidium | |
to prevent packet state modifications outside of the Packet | |||
2021-04-24 | Codechange: encapsulate reading data from sockets into Packets to prevent ↵ | Rubidium | |
packet state modifications outside of the Packet | |||
2021-04-24 | Codechange: move logic whether there is enough space in a packet to write ↵ | Rubidium | |
data into the Packet | |||
2021-04-24 | Codechange: move more logic about packet size validity and reading into Packet | Rubidium | |
2021-04-20 | Doc: server name doesn't need to be advertised to be valid | Patric Stout | |
Strictly seen the comment is true, as it says 'e.g.', but it is misleading. The server name is just that: the name of the server as configured. No need to mention advertising. | |||
2021-04-20 | Codechange: remove always-empty "address" from NetworkContentSocketHandler | Patric Stout | |
When ever you saw this debug lines (which you never should), they showed an empty address. It is also not very useful to have, as it always points to a known server anyway. | |||
2021-04-20 | Codechange: split ParseConnectionString into two functions | Patric Stout | |
One also looks for a company, the other doesn't. There were more uses of the latter than the first, leaving very weird code all over the place. | |||
2021-04-20 | Remove: "language" field from server/client | Patric Stout | |
The original idea was that people could find a server they could talk in their native language on. This isn't really used in that way. There are several reasons for removing this: - the client also sends his "language" to the server, but nothing is doing anything with this. - flags are a bad way to represent languages, and over the years we had several (rightfully) complaints about this. - most servers have their language set to "All", and prefix the servername with the language it is about. This is a much more efficient way to do the same. All in all, this feature should go back to the drawing board. Maybe it could work in another form, but this form is not it. | |||
2021-04-20 | Remove: "map_name" from server announcements / listing | Patric Stout | |
The idea back in the days was nice, but it never resulted in anything useful. Most servers either read "(loaded game)" or "Random Map", neither being useful. It was meant for heightmaps, so you could find a server that was using a specific one .. but there are many things wrong with that idea. Mostly, servers tend to save and load savegames from time to time, after which the original heightmap used was lost. All in all, removing map_name all together is just better. | |||
2021-04-12 | Change: warn the user about the resolving of an address being extra very slow | Rubidium | |
2021-04-07 | Fix #8713: Change OTTD2FS and FS2OTTD to return string objects instead of ↵ | Niels Martin Hansen | |
static buffers | |||
2021-02-27 | Codechange: [Network] replace _realtime_tick with std::chrono | Patric Stout | |
2021-01-08 | Codechange: Remove min/max functions in favour of STL variants (#8502) | Charles Pigott | |
2020-12-27 | Codechange: Replace assert_compile macro with static_assert | Charles Pigott | |
2020-12-15 | Fix: workarounds for two emscripten bugs in the network stack | Patric Stout | |
2020-12-15 | Add: support for emscripten (play-OpenTTD-in-the-browser) | Patric Stout | |
Emscripten compiles to WASM, which can be loaded via HTML / JavaScript. This allows you to play OpenTTD inside a browser. Co-authored-by: milek7 <me@milek7.pl> | |||
2020-06-27 | Doc: Acknowledge integer type mismatch in certain admin packets using ↵ | duck | |
AdminUpdateType (#8238) |