Age | Commit message (Collapse) | Author |
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reusable
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sockets
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network_client.cpp
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sensible name
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like UDP/content packet handling
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NetworkClientSocket for server and client side
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NetworkFindClientInfoFromIP().
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(from clients and the server)
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caused the introgame to be the server's game causing desyncs when people tried to join
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was loaded the client might crash due to the AIs not being loaded while the game loop is executed
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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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