Age | Commit message (Collapse) | Author |
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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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always allocate at least one pool block
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cleaned when leaving a game meaning you could end up executing commands of the previous network game.
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the server and the clients themselves (dihedral)
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resolving the hostname or connecting takes long/is timing out.
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and connect to game servers.
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structure so we can pass either one of them and not convert an ip to a string and then back again.
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(content.openttd.org) where authors can upload they NewGRFS/AI etc. This should make joining servers that use only NewGRFs that are distributed via this system easier as the players can download the NewGRFs from in the game. It should also make it easier to see whether there are updates for NewGRFs and make the necessary updates.
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spaces
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location
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debug stuff a runtime configurable debug option instead of a compile time option.
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failed :(
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(not enough players)" fully translateable.
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(optional) parameter.
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networkclientinfo structs to be in a contiguous piece of memory and put them in a pool.
-Note: 255 should really be enough for now... making it any more means network protocol bumps.
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amount of slots in the array, but one less as a dedicated server takes a slot too.
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#include dependencies.
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it's (way) more descriptive what it's used for.
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latter describes the name more precisely.
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replace looping socket structs with info structs when the loop is only interested in the info structs (i.e. not derefing the info from sockets when one can loop info directly and the socket isn't used)
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non-network locations.
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ClientIndex
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variables (password/months not used) when needed, i.e. only for servers.
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network related company information.
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identification ids and the indices into the clients/client info arrays.
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and strecpy where direct conversion is possible
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