Age | Commit message (Collapse) | Author | |
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2021-12-16 | Codechange: Template the command callback function type to allow unpacked ↵ | Michael Lutz | |
arguments. | |||
2021-12-16 | Codechange: Un-bitstuff commands taking a ClientID (i.e. CMD_CLIENT_ID). | Michael Lutz | |
2021-12-16 | Codechange: Template DoCommandPInternal. | Michael Lutz | |
2021-12-16 | Codechange: Template DoCommandP to automagically reflect the parameters of ↵ | Michael Lutz | |
the command proc. When finished, this will allow each command handler to take individually different parameters, obliviating the need for bit-packing. | |||
2021-12-16 | Codechange: Untangle command code, flags and error string for DoCommand*. | Michael Lutz | |
2021-12-16 | Codechange: Move command arguments to the back of the networked command ↵ | Michael Lutz | |
function calls. | |||
2021-10-17 | Change: Don't use 'server address' string in server list when displaying an ↵ | Charles Pigott | |
invite code (#9615) | |||
2021-10-03 | Add: [Network] Keep the refresh button in lowered state while refreshing (#9600) | Patric Stout | |
This gives user visual feedback that the refresh is still pending, and prevents people from clicking again and again thinking nothing is happening. This is especially true for connections that fall back to TURN, as that takes a few seconds to kick in. Additionally, prevent clicking on the button again while a refresh is pending. This is only delaying a successful result. | |||
2021-08-23 | Fix: [Network] show query errors in the server listing instead of error ↵ | Patric Stout | |
popup (#9506) When you are query several servers at once, it is rather unclear for which server you got a popup. Instead, show any errors on the server itself. This is only true for the query-part. Joining a server still gives an error popup to tell you about any issue. | |||
2021-08-21 | Fix: [Network] crash when last-joined server that is no longer available (#9503) | Patric Stout | |
If you update the server-list while not having last-joined selected and it is no longer available, the game crashed. | |||
2021-08-18 | Fix #9492: show for what server a relay session is being created (#9494) | Patric Stout | |
Currently it says "the server" which is a bit ambigious. Be more specific. | |||
2021-08-18 | Fix: typo in the word "spectator" (tnx Heiki) (#9496) | Patric Stout | |
2021-08-15 | Add: open Online Players GUI on starting/joining a server (#9479) | Patric Stout | |
2021-08-14 | Feature: make "join game" button join the game, instead of first showing a ↵ | Patric Stout | |
lobby window (#9467) Nobody really paid attention to the lobby window, and it completely missed its purpose. Most people don't even wait for companies to show up, but just hit "New Company". This in turn means people create a lot of unneeded companies, while they "just want to watch the game" or join another company. Instead, "Join Game" now just joins the game as spectators. | |||
2021-08-14 | Fix 508e465b: network servers didn't show invite-code / connection-type in ↵ | Patric Stout | |
Online Players GUI (#9478) The selector selects the first widget, which by accident was now only the server visibility. | |||
2021-08-14 | Add: synchronize server name to clients and display in Online Players GUI ↵ | Patric Stout | |
(#9472) | |||
2021-08-10 | Change: remove the ability to control "max spectators" (#9466) | Patric Stout | |
Soon we will make "join game" join the game as spectator first, so limiting the amount of spectators makes no sense anymore in that context. Not sure it ever did make sense. | |||
2021-07-21 | Cleanup: remove some references to the old master-server | Rubidium | |
2021-07-20 | Feature: allow the use of TURN to connect client and server together | Patric Stout | |
TURN is a last resort, used only if all other methods failed. TURN is a relay approach to connect client and server together, where openttd.org (by default) is the middleman. It is very unlikely either the client or server cannot connect to the STUN server, as they are both already connected to the Game Coordinator. But in the odd case it does fail, estabilishing the connection fails without any further possibility to recover. | |||
2021-07-14 | Add: inform clients what game-script a server is running (#9441) | Patric Stout | |
Co-authored-by: The Dude <thedude@novapolis.net> | |||
2021-07-11 | Add: allow setting your server visibility to "invite-only" (#9434) | Patric Stout | |
In this mode you do register to the Game Coordinator, but your server will not show up in the public server listing. You can give your friends the invite code of the server with which they can join. | |||
2021-07-11 | Feature: join servers based on their invite code | Patric Stout | |
This removes the need to know a server IP to join it. Invite codes are small (~7 characters) indentifiers for servers, which can be exchanged with other players to join the servers. | |||
2021-07-10 | Add: use Game Coordinator to get latest public server listing | Patric Stout | |
2021-07-10 | Add: use Game Coordinator to annouce public servers | Patric Stout | |
2021-06-28 | Add: Show the number of clients and companies in the online players window ↵ | TELK | |
(#9376) | |||
2021-06-26 | Codechange: [Network] Remove overload on NetworkValidateClientName | rubidium42 | |
Rename the zero-parameter NetworkValidateClientName to NetworkValidateOurClientName to make it clearer it is performed on our client name, and to make it a non-overloaded function to aid with the variant being added a few commits later | |||
2021-06-15 | Fix: you could join an AI company in multiplayer via the GUI (#9369) | SamuXarick | |
2021-06-13 | Fix #9362: Hover in online players window was slightly too big (#9364) | TELK | |
This causes graphical glitches at the bottom of the window. | |||
2021-05-30 | Codechange: [Network] Use std::string for server side logic of kicking and ↵ | rubidium42 | |
banning clients | |||
2021-05-29 | Codechange: Rename window related DeleteXXX to match new behaviour | glx22 | |
2021-05-29 | Fix f6d5c01: Delay deletion when closing windows | glx22 | |
2021-05-29 | Codechange: [Network] Use std::string in CommandPacket | rubidium42 | |
2021-05-29 | Fix: [Network] Prevent an empty server name to be set anywhere | rubidium42 | |
2021-05-29 | Codechange: split Write_ValidateSetting to get separate functions for making ↵ | rubidium42 | |
strings valid and writing strings | |||
2021-05-27 | Cleanup: remove unneeded temporary variables and casts | rubidium42 | |
2021-05-27 | Codechange: just pass the SettingDesc to SetSettingValue and remove ↵ | rubidium42 | |
distinction between (non)company | |||
2021-05-16 | Codechange: [Network] Let NetworkCompanyInfo use std::string | rubidium42 | |
2021-05-13 | Codechange: move client name in settings to std::string | rubidium42 | |
2021-05-13 | Codechange: move server name/id in settings to std::string | rubidium42 | |
2021-05-13 | Codechange: move hostnames in settings to std::string | rubidium42 | |
2021-05-13 | Codechange: move passwords in settings to std::string | rubidium42 | |
2021-05-13 | Change: further support for std::string in settings | rubidium42 | |
2021-05-11 | Fix: [Network] don't rebuild the host-list during iterating the list (#9240) | Patric Stout | |
Additionally, only rebuild it when we added a new manual server, as otherwise it is a noop anyway. | |||
2021-05-11 | Fix: [Network] don't mark the last-joined server as manual (#9239) | Patric Stout | |
2021-05-09 | Fix: lobby window doesn't close if no connection could be established (#9223) | Patric Stout | |
2021-05-06 | Codechange: [Network] Use std::string for NetworkGameInfo | rubidium42 | |
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. | |||
2021-05-05 | Codechange: [Network] Use a single NetworkServerGameInfo object at server ↵ | rubidium42 | |
side and serialize that for the clients | |||
2021-04-30 | Fix: Recalculate padding and minimum sizes when GUI or Font zoom is changed. | Peter Nelson | |
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. |