Age | Commit message (Collapse) | Author |
|
|
|
|
|
|
|
network code (#23)
|
|
This also means we no longer need last_host/last_port, but can
just use a single last_joined setting.
|
|
|
|
|
|
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.
|
|
|
|
Later commits use this function in other places too.
|
|
|
|
|
|
It currently was a bit scattered over the place. Part of
NetworkGameInfo is also the GRF Identifiers that goes with it.
|
|
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.
|
|
|
|
|
|
that need to be looked up
|
|
|
|
|
|
|
|
|
|
|
|
|
|
state of Packet private
|
|
|
|
|
|
buffer in to a Packet
|
|
|
|
to prevent packet state modifications outside of the Packet
|
|
packet state modifications outside of the Packet
|
|
data into the Packet
|
|
|
|
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.
|
|
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.
|
|
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.
|
|
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.
|
|
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.
|
|
|
|
static buffers
|
|
|
|
|
|
|
|
|
|
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>
|
|
AdminUpdateType (#8238)
|
|
Remove static buffer form of NetworkAddress::GetAddressAsString.
This is used in multiple threads concurrently, and is not thread-safe.
Replace it with a form returning std::string.
|
|
conected and aborted flags are used concurrently from multiple threads.
|
|
CMake works on all our supported platforms, like MSVC, Mingw, GCC,
Clang, and many more. It allows for a single way of doing things,
so no longer we need shell scripts and vbs scripts to work on all
our supported platforms.
Additionally, CMake allows to generate project files for like MSVC,
KDevelop, etc.
This heavily reduces the lines of code we need to support multiple
platforms from a project perspective.
Addtiionally, this heavily improves our detection of libraries, etc.
|
|
|
|
|