Age | Commit message (Collapse) | Author | |
---|---|---|---|
2021-09-19 | Add: [Network] external chat messages for remote admins (#9563) | dP | |
2021-08-23 | Fix #9501: [Network] crash when more than one game-info query was pending ↵ | Patric Stout | |
(#9502) | |||
2021-08-14 | Remove: COMPANY_INFO packets and related code (#9475) | Patric Stout | |
2021-05-30 | Codechange: [Network] Use std::string to send the client name and rcon commands | rubidium42 | |
2021-05-15 | Codechange: [Network] Let chat communication use std::string | rubidium42 | |
2021-05-14 | Codechange: [Network] Use std::string for the internal handling of ↵ | rubidium42 | |
admin/rcon passwords | |||
2021-05-14 | Codechange: [Network] Use std::string for the internal handling of server ↵ | rubidium42 | |
passwords | |||
2021-05-14 | Codechange: [Network] Use std::string for the internal handling of company ↵ | rubidium42 | |
passwords | |||
2021-05-05 | Codechange: use connection_string in favour of NetworkAddress (#9197) | Patric Stout | |
We now resolve the connection_string to a NetworkAddress in a much later state. This means there are fewer places constructing a NetworkAddress. The main benefit of this is in later PRs that introduce different types of NetworkAddresses. Storing this in things like NetworkGameList is rather complex, especially as NetworkAddress has to be mutable at all times. Additionally, the NetworkAddress is a complex object to store simple information: how to connect to this server. | |||
2021-05-01 | Fix #6598: Prevent invalid memory accesses when abandoning a join from ↵ | rubidium42 | |
within a network game One could join a network game from within an already running network game. This would call a NetworkDisconnect, but keeps the UI alive. If, during that process the join is aborted, e.g. by cancelling on a password dialog, you would still be in your network game but also get shown the server list. Solve all the underlying problems by falling back to the main UI when (re)connecting to a(nother) server. | |||
2021-05-01 | Codechange: Move join information into a single structure | rubidium42 | |
2021-04-30 | Change: use TCP for everything except for master-server and initial server ↵ | Patric Stout | |
scan (#9130) This means that pressing Refresh button and adding servers manually now uses TCP. The master-server and initial scan are still UDP as they will be replaced by Game Coordinator; no need to change this now. If we query a server that is too old, show a proper warning to the user informing him the server is too old. | |||
2021-04-27 | Change: no longer use UDP when entering the lobby of a server | Patric Stout | |
The lobby of a server requested some parts via UDP and some via TCP. This is strictly seen fine, but for future extensions it is a lot easier if just one protocol is used. | |||
2019-11-10 | Cleanup: Removed SVN headers | S. D. Cloudt | |
2019-03-24 | Codechange: Use override keyword in networking classes. | peter1138 | |
2019-03-20 | Remove: ENABLE_NETWORK switch | Patric Stout | |
This switch has been a pain for years. Often disabling broke compilation, as no developer compiles OpenTTD without, neither do any of our official binaries. Additionaly, it has grown so hugely in our codebase, that it clearly shows that the current solution was a poor one. 350+ instances of "#ifdef ENABLE_NETWORK" were in the code, of which only ~30 in the networking code itself. The rest were all around the code to do the right thing, from GUI to NewGRF. A more proper solution would be to stub all the functions, and make sure the rest of the code can simply assume network is available. This was also partially done, and most variables were correct if networking was disabled. Despite that, often the #ifdefs were still used. With the recent removal of DOS, there is also no platform anymore which we support where networking isn't working out-of-the-box. All in all, it is time to remove the ENABLE_NETWORK switch. No replacement is planned, but if you feel we really need this option, we welcome any Pull Request which implements this in a way that doesn't crawl through the code like this diff shows we used to. | |||
2013-01-08 | (svn r24900) -Fix [FS#5389]: Comments with typos (most fixes supplied by ↵ | planetmaker | |
Eagle_rainbow) | |||
2011-12-19 | (svn r23595) -Codechange: add comma after last enum to get a more uniform ↵ | rubidium | |
coding style | |||
2011-05-04 | (svn r22423) -Document: some network stuff | rubidium | |
2011-05-01 | (svn r22400) -Codechange: replace some defines in the tcp/game code so ↵ | rubidium | |
doxygen can create better documentation | |||
2011-02-11 | (svn r22063) -Change: make the "has network" check also check whether the ↵ | rubidium | |
client is actually fully connected | |||
2011-01-19 | (svn r21851) -Codechange: rename NetworkClientSetPassword to ↵ | rubidium | |
NetworkClientSetCompanyPassword (dihedral) | |||
2011-01-19 | (svn r21850) -Codechange: move password hashing to a more general location ↵ | rubidium | |
(dihedral) | |||
2010-12-05 | (svn r21397) -Change/Feature-ish: when getting a savegame from the server, ↵ | rubidium | |
just keep it in memory instead of writing it to a file | |||
2010-12-05 | (svn r21392) -Change: prepare the network protocol for getting the file size ↵ | rubidium | |
later in the download process | |||
2010-11-30 | (svn r21361) -Change: make sure the client is listening, or rather ↵ | rubidium | |
receiving, our frames | |||
2010-11-26 | (svn r21334) -Fix [FS#4271]: make (more) sure that the savegame and ↵ | rubidium | |
transferred file are the same file and not different ones | |||
2010-11-19 | (svn r21256) -Fix [FS#4189]: Clients weren't always notified when the ↵ | rubidium | |
connection was lost | |||
2010-10-24 | (svn r21033) -Codechange: be more strict with the packets a client accepts ↵ | rubidium | |
at a given moment | |||
2010-10-24 | (svn r21029) -Codechange: split the map downloading packet + 3-state enum ↵ | rubidium | |
into 3 separate packets | |||
2010-10-24 | (svn r21027) -Change/Fix: under some circumstances the file handle of the ↵ | rubidium | |
downloaded savegame wouldn't be closed, and validity of the handled wasn't checked in all cases | |||
2010-10-17 | (svn r20966) -Change: enable remote administration sockets (parts by Yexo ↵ | rubidium | |
and dihedral) | |||
2010-10-15 | (svn r20935) -Codechange: only let the server side use a pool of connected ↵ | rubidium | |
sockets | |||
2010-10-15 | (svn r20933) -Codechange: move some more client related methods and such to ↵ | rubidium | |
network_client.cpp | |||
2010-10-15 | (svn r20929) -Codechange: make NetworkCloseClient a class method | rubidium | |
2010-10-15 | (svn r20925) -Codechange: make the client send commands have a slightly more ↵ | rubidium | |
sensible name | |||
2010-10-15 | (svn r20924) -Codechange: make the game connection packet handling look more ↵ | rubidium | |
like UDP/content packet handling | |||
2010-10-15 | (svn r20923) -Codechange: prepare creating sub-classes of ↵ | rubidium | |
NetworkClientSocket for server and client side | |||
2010-04-11 | (svn r19607) -Codechange: use different packet types instead of packet subtypes | smatz | |
2010-01-15 | (svn r18809) -Codechange/Cleanup: remove unneeded headers from some files, ↵ | rubidium | |
if a header require a header make it include that header | |||
2009-08-21 | (svn r17248) -Fix: add GPL license notice where appropriate | rubidium | |
2009-06-10 | (svn r16555) -Feature [FS#570]: ability to enter server and company password ↵ | smatz | |
via command line when joining a server (based on patch by Progman, Ammler and planetmaker) | |||
2009-05-19 | (svn r16360) -Codechange: don't use _network_playas as a 'second' ↵ | rubidium | |
_local_company, but only as a storage location for the company you want to join in MP. | |||
2009-01-23 | (svn r15242) -Feature: allow moving clients between companies/spectators by ↵ | rubidium | |
the server and the clients themselves (dihedral) | |||
2009-01-08 | (svn r14915) -Codechange: unify the receiving and sending of commands, and ↵ | rubidium | |
thus unifying most of the validity checking too. | |||
2008-12-29 | (svn r14764) -Codechange: make the '***' chat messages like "Game paused ↵ | rubidium | |
(not enough players)" fully translateable. | |||
2008-12-23 | (svn r14721) -Codechange: s/NetworkTCPSocketHandler/NetworkClientSocket/ as ↵ | rubidium | |
it's (way) more descriptive what it's used for. | |||
2008-05-06 | (svn r12971) -Documentation: add @file in files that missed them and add ↵ | rubidium | |
something more than whitespace as description of files that don't have a description. | |||
2007-03-07 | (svn r9050) -Codechange: Foo(void) -> Foo() | rubidium | |
2007-01-12 | (svn r8083) -Codechange: make a NetworkSocketHandler as base for all sockets ↵ | rubidium | |
and move a little of NetworkClientState functionality to the NetworkSocketHandler. Move the rest of the NetworkClientState to the new NetworkTCPSocketHandler class/struct, which is not yet implemented in an object oriented manner. The UDP socket handler now extends the NetworkSocketHandler instead of having a reference to a NetworkClientState. |