Age | Commit message (Collapse) | Author |
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NetworkSend_Init() is useless
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packet caused the connection to be closed. Also force-close the connection on invalid packets.
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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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for more consistency and distinguishability.
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(patch by dihedral)
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relatives
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client was 'leaving'.
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Company::IsValidHumanID(), don't use IsHumanCompany() where possible
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code style.
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company was changed from spectator to company 0 in the network code.
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const is (accidentally?) removed using C-style casts.
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GetActiveCompanyCount(), use PoolItem::GetNumItems() instead
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PoolItem::IsValidID(index)
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-Fix [FS#2864]: autopause and manual pausing conflict with eachother
-Fix: new game + pause on new game + autopause make the game not unpause on the first join
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console commands.
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companies, since joining an AI company is not possible.
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client_address.
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autoclean_companies is true, remove any company with no vehicles and no active client after autoclean_novehciles-months.
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sources too
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window crashed the server
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color and colour.
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in a 'dedicated' server.
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company window whenever the company is password protected
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the server and the clients themselves (dihedral)
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names (based on patch by dihedral)
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to network_server.cpp as the server's the one that sends that information
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see.
NoAI is an API (a framework) to build your own AIs in. See:
http://wiki.openttd.org/wiki/index.php/AI:Main_Page
With many thanks to:
- glx and Rubidium for their syncing, feedback and hard work
- Yexo for his feedback, patches, and AIs which tested the system very deep
- Morloth for his feedback and patches
- TJIP for hosting a challenge which kept NoAI on track
- All AI authors for testing our AI API, and all other people who helped in one way or another
-Remove: all old AIs and their cheats/hacks
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thus unifying most of the validity checking too.
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location
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the network as it's bogus information anyway; e.g. the "do not send over network" flag as it will be set whenever the command is received from the server/client.
-Codechange: test earlier whether the command (send from the server) is actually valid.
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(not enough players)" fully translateable.
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(optional) parameter.
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expected.
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networkclientinfo structs to be in a contiguous piece of memory and put them in a pool.
-Note: 255 should really be enough for now... making it any more means network protocol bumps.
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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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