Age | Commit message (Collapse) | Author |
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into 3 separate packets
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downloaded savegame wouldn't be closed, and validity of the handled wasn't checked in all cases
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company; in coop games that does not spread clients at all, and most companies have a low number causing it not to be spread out either. Use the ClientID instead. Based on a patch by dihedral.
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so they're documented in the "same" place as UDP, content and admin packets (dihedral)
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search restrictions.
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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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(from clients and the server)
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static const variables
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with company ID > 0 would be shown as if they were a spectator
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to spectators
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while joining, e.g. when entering a company's password. This caused the client to be in the wrong company (according to the rest of the clients) and the client being kicked on the first command
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construction. GRFIdentifier is sufficient though.
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subclassing it
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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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with a future (stable) release of OpenTTD.
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of using _local_company to pass that information, with the whole mess when you don't want the company to be _local_company.
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network_command.cpp; it's only ever used there.
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NetworkSend_Init() is useless
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for more consistency and distinguishability.
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3rdparty directory.
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relatives
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via command line when joining a server (based on patch by Progman, Ammler and planetmaker)
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GetActiveCompanyCount(), use PoolItem::GetNumItems() instead
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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(index)
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companies, since joining an AI company is not possible.
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client_address.
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sources too
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as GameMode instead of as byte.
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color and colour.
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changing company.
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