Age | Commit message (Collapse) | Author |
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popping the last item caused the queue to disconnect unless there was only one item.
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executed after a new network game was started
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when allowing to execute commands
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style
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sockets
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sensible name
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(from clients and the server)
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meaningful names
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O(1) instead of O(n)
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function and two company globals.
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infinite loop
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sync during GUI operation.
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a client starts joining, i.e. save the game state. This can happen in two ways: with frame_freq > 1 a command received in a previous frame might not be executed yet or when a command is received in the same frame as the join but before the savegame is made. In both cases the joining client would not get all commands to get in-sync with the server (and the other clients).
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SE to a callback.
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AI+Squirrel
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if a header require a header make it include that header
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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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printf-like functions
-Fix: wrong number of parameters or wrong parameter types sent to printf-like functions at several places
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directly to DoCommand(P).
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thus unifying most of the validity checking too.
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<nitpicked> by Swallow
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location
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