Age | Commit message (Collapse) | Author |
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Eagle_rainbow)
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server-side. As extra, split up one of the errors in 3 errors, to be more specific what goes wrong. As cherry on top, make sure on all sides we can never again forget to add such entries on both sides, by introducing an assert_compile()
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name, and move the UDP specific bits to network_udp
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ScriptGame::GetLandscape (GameScript only)
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strings, again making it possible to return multiple errors
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port when a new game is started
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on servers (including starting a company with the default password) failed, so no client could join.
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isn't opened
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ClientSocket
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NetworkClientSocket::GetByClientID
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NetworkClientInfo::GetByClientID
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many NetworkClientSockets/Infos
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possible to change the password of other companies (on the server)
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servers, so move it to network_server.* (dihedral)
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NetworkClientSetCompanyPassword (dihedral)
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(dihedral)
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and remove some unneeded casts
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unrelated to the number of passed game days, i.e. don't stop aging chat messages when the server is paused
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style
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the language "list"
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due to LTR names in RTL translations and vice-versa
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connection closed when the next call also tries to send the packets and then closes the connection. Especially if the former frees a structure that the latter assumes to be still there
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again :)
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and dihedral)
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reusable
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sockets
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network_client.cpp
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sensible name
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like UDP/content packet handling
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NetworkClientSocket for server and client side
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NetworkFindClientInfoFromIP().
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(from clients and the server)
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caused the introgame to be the server's game causing desyncs when people tried to join
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