Age | Commit message (Collapse) | Author |
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function and variables.
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actual behaviour.
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compile-time and server side only to aid debugging some desyncs, i.e. dump the stream of commands so it could be replayed in exactly the same way later. This should primarily be used to make desyncs more easily reproducable, so it can be properly debugged.
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dedicated servers can have the little lang flag.
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of players in the network game when they haven't joined the game yet.
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-Documentation: Updated readme.txt for SunOS 5.10 (aka Solaris 10)
Note: With this commit, building and running on Solaris 10 works, thus
we officially support this OS now :)
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characters when determining network compatability. This makes it possible to have 'long' branch names while still being able to play network games.
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-Add: added general header-inclusing for PSP
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DEBUG() to a remote connection over TCP
For example, launch on 192.168.0.1 with, say, netcat a listener: netcat -l -p 3982
Launch OpenTTD on a remote host (say, PSP): ./openttd -l 192.168.0.1 -d9
And you get all debug information on 192.168.0.1. Very useful for debugging Portable systems.
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via UDP and TCP.
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functions of NetworkTCPSocketHandler.
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and use constructors and functions related to the reading/saving the packet size.
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first query.
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downloading the map from a game server when connecting from the command prompt and internal console.
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openttd.h, which does not exist in the masterserver/updater.
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parameter if a player was also specified. (both IP#Player:Port and IP:Port#Player btw)
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and move a little of NetworkClientState functionality to the NetworkSocketHandler. Move the rest of the NetworkClientState to the new NetworkTCPSocketHandler class/struct, which is not yet implemented in an object oriented manner. The UDP socket handler now extends the NetworkSocketHandler instead of having a reference to a NetworkClientState.
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classes. This is only one of the many steps to really cleanup the network code.
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stillunknown and pv2b.
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renamed to .cpp)
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