Age | Commit message (Collapse) | Author |
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with no clients the tick length was increased significantly, making any assumptions about the tick length used further down in the code are not true anymore. One of such assumptions was that one should readvertise every 15 minutes worth of original ticks, but due to the lengthening this timeframe would be more like 45-60 minutes. Now we'll take the operating system's millisecond counter instead
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not correctly put into the first company for all state variables
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the return is not NULL)
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"unsafe" functions to prevent them from being used, and thus having to care about certain aspects of their return values
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nothing to do and nobody paying attention
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from where in the debug output when listening
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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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