Age | Commit message (Collapse) | Author |
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reduce the chance that it happens significantly with betas/RCs/nightlies by doing the same as is done for stable releases: check the NewGRF version of server vs client.
Previously this check was not done for nightlies/betas/RCs due to missing versioning information in the source tarballs, but they have that for a while now. So just force the NewGRF version check for all versions, and remove the broken --revision configure option
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company information becomes available
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server-side. As extra, split up one of the errors in 3 errors, to be more specific what goes wrong. As cherry on top, make sure on all sides we can never again forget to add such entries on both sides, by introducing an assert_compile()
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and configurable
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strings, again making it possible to return multiple errors
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happen you won't miss any
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error.h
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more logical location
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doxygen can create better documentation
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closed" before having passed the remaining buffer which causes OpenTTD to think all connections are "incorrectly" terminated, i.e. without the "I'm leaving" packet from the client. So let the client wait a tiny bit after sending the "I'm leaving" packet and before gracefully closing the connection
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client list at clients
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NetworkClientInfo::GetByClientID
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rather the client would kick itself due to an unexpected packet
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client to spectators, causing issues in bankruptcy (Rubidium)
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client is actually fully connected
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possible to change the password of other companies (on the server)
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NetworkClientSetCompanyPassword (dihedral)
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(dihedral)
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and remove some unneeded casts
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HashCurrentCompanyPassword(), make it static
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deterministically when/if the value of NETWORK_SERVER_ID_LENGTH is changed
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seconds locally, don't see that as lag of the server. Also increase the client side's lag thresholds a bit
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just keep it in memory instead of writing it to a file
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load), and add support for (safe) loading with a LoadFilter
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later in the download process
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receiving, our frames
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style
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transferred file are the same file and not different ones
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connection was lost
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at a given moment
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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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