Age | Commit message (Collapse) | Author |
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someone who lost his/her connection or when you were team chatting and moved out of the company.
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was paused due to an error. Just reject such savegames in dedicated servers.
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tick when the pause command only gets processed once every frame_freq ticks. So it would spam the console with duplicate attempts.
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companies if the company had a password before the reset
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for more consistency and distinguishability.
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(patch by dihedral)
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3rdparty directory.
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relatives
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you're currently playing instead the starting date from the config file.
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via command line when joining a server (based on patch by Progman, Ammler and planetmaker)
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download) when checking min_active_clients limit
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code style.
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time, binary size and run time (with asserts disabled) should be improved
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_local_company, but only as a storage location for the company you want to join in MP.
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PoolItem::IsValidID() and PoolItem::Get()
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PoolItem::IsValidID(index)
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company
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-Fix [FS#2864]: autopause and manual pausing conflict with eachother
-Fix: new game + pause on new game + autopause make the game not unpause on the first join
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'client address' so we can be sure the client address is always resolved
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delayed so much that the network stuff was already closed and the packet would never reach the master server causing the server to appear online longer than necessary.
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[network]:server_bind_ip doesn't exist anymore. Add the IPs/hostnames to [server_bind_addresses]
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is bound to.
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to the config file.
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to multiple sockets.
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unlimited.
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client_address.
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some support for IPv6 netmask matching.
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only the ip. This way you can clearly see there aren't any duplicates.
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dependant.
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sizeof(sockaddr) or whatever is 'valid' for the given protocol
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data (as spotted by SpComb)
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sources too
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that sending packets starts failing while disconnecting
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