Age | Commit message (Collapse) | Author |
|
client is actually fully connected
|
|
|
|
|
|
|
|
possible to change the password of other companies (on the server)
|
|
|
|
NetworkClientSetCompanyPassword (dihedral)
|
|
(dihedral)
|
|
and remove some unneeded casts
|
|
|
|
HashCurrentCompanyPassword(), make it static
|
|
deterministically when/if the value of NETWORK_SERVER_ID_LENGTH is changed
|
|
|
|
|
|
seconds locally, don't see that as lag of the server. Also increase the client side's lag thresholds a bit
|
|
just keep it in memory instead of writing it to a file
|
|
load), and add support for (safe) loading with a LoadFilter
|
|
later in the download process
|
|
receiving, our frames
|
|
style
|
|
transferred file are the same file and not different ones
|
|
connection was lost
|
|
at a given moment
|
|
into 3 separate packets
|
|
downloaded savegame wouldn't be closed, and validity of the handled wasn't checked in all cases
|
|
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.
|
|
so they're documented in the "same" place as UDP, content and admin packets (dihedral)
|
|
search restrictions.
|
|
network_client.cpp
|
|
|
|
sensible name
|
|
like UDP/content packet handling
|
|
NetworkClientSocket for server and client side
|
|
|
|
(from clients and the server)
|
|
|
|
|
|
|
|
static const variables
|
|
with company ID > 0 would be shown as if they were a spectator
|
|
to spectators
|
|
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
|
|
|
|
construction. GRFIdentifier is sufficient though.
|
|
subclassing it
|
|
|
|
|
|
triggered the server to close the connection
|
|
protocol and improve the naming of some variables
|
|
if a header require a header make it include that header
|