Age | Commit message (Collapse) | Author |
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cause a crash as some command data was not properly initialised
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multiple times when paused with _date_fract = 0
-Change [desync debug]: check the sync state from the command stream and make sure no unknown input is encountered
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failed to enter correct password
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of everything up to the first space; make it log the sync state too
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unify the formatting
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and DECLARE_ENUM_AS_BIT_SET
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use ip:port#company parameter format, in line with command line help.
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triggered the server to close the connection
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protocol and improve the naming of some variables
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if a header require a header make it include that header
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client before closing the connection. As a result the client would say 'connection lost' when the cause was something completely different.
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whole joining (including download) phase
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executing the pause command. This to prevent showing paused and especially unpaused to be shown when the state doesn't change. Output now mentions whether pause changes keep the game paused and what reasons for pausing there 'currently' are.
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in the pause mode
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client aborting to join or actually joining
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remove some unused variables
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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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