Age | Commit message (Collapse) | Author |
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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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it's (way) more descriptive what it's used for.
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latter describes the name more precisely.
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replace looping socket structs with info structs when the loop is only interested in the info structs (i.e. not derefing the info from sockets when one can loop info directly and the socket isn't used)
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non-network locations.
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network related company information.
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identification ids and the indices into the clients/client info arrays.
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