Age | Commit message (Collapse) | Author |
|
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.
|
|
[network]:server_bind_ip doesn't exist anymore. Add the IPs/hostnames to [server_bind_addresses]
|
|
|
|
|
|
is bound to.
|
|
to the config file.
|
|
|
|
|
|
|
|
to multiple sockets.
|
|
unlimited.
|
|
|
|
client_address.
|
|
some support for IPv6 netmask matching.
|
|
|
|
only the ip. This way you can clearly see there aren't any duplicates.
|
|
|
|
|
|
dependant.
|
|
|
|
sizeof(sockaddr) or whatever is 'valid' for the given protocol
|
|
data (as spotted by SpComb)
|
|
|
|
|
|
|
|
sources too
|
|
that sending packets starts failing while disconnecting
|
|
always allocate at least one pool block
|
|
|
|
cleaned when leaving a game meaning you could end up executing commands of the previous network game.
|
|
|
|
|
|
the server and the clients themselves (dihedral)
|
|
|
|
resolving the hostname or connecting takes long/is timing out.
|
|
and connect to game servers.
|
|
|
|
structure so we can pass either one of them and not convert an ip to a string and then back again.
|
|
|
|
(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.
|
|
|
|
|
|
|
|
spaces
|
|
location
|
|
debug stuff a runtime configurable debug option instead of a compile time option.
|
|
failed :(
|
|
(not enough players)" fully translateable.
|
|
(optional) parameter.
|
|
|