Age | Commit message (Collapse) | Author |
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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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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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