Age | Commit message (Collapse) | Author |
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a client name
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selected anymore (adf88)
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if their creating client doesn't exist during the replay
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NetworkClientSocket::GetByClientID
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more likely to be updated [n].
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servers, so move it to network_server.* (dihedral)
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and remove some unneeded casts
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into 3 separate packets
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sockets
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network_client.cpp
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sensible name
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(anymore) otherwise.
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(from clients and the server)
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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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compiled without DEBUG_DUMP_COMMANDS
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triggered the server to close the connection
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if a header require a header make it include that header
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remove some unused variables
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'generic' includes so compilation without network support doesn't get broken as easily by changes in header files
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the client side's handling, i.e. return the connection status
-Fix: do not do invalid reads when a packet handling function closed a connection
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debugging is enable and give the calling location of Chance16(R) instead of the Random call within those functions.
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[network]:server_bind_ip doesn't exist anymore. Add the IPs/hostnames to [server_bind_addresses]
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unlimited.
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dependant.
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sources too
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color and colour.
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the server and the clients themselves (dihedral)
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and connect to game servers.
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structure so we can pass either one of them and not convert an ip to a string and then back again.
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strings.
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is for UDP.
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thus unifying most of the validity checking too.
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location
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(not enough players)" fully translateable.
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function/definitions closer together.
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#include dependencies.
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