Age | Commit message (Collapse) | Author |
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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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client so it is immediatelly clear which one you are working with.
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a more logical location and give it a more consistent name.
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variables.h so one doesn't need to include openttd.h before variables.h.
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settings between NetworkSettings and NetworkGameInfo.
-Fix: failure of changing the server password during games because the password wasn't duplicated properly.
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headers so that nothing from the network directory needs to include basically all network headers.
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network/network_internal to settings.
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something more than whitespace as description of files that don't have a description.
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to be included when wanting to know whether we are a server.
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