Age | Commit message (Collapse) | Author |
|
|
|
|
|
static const variables
|
|
that way
|
|
|
|
|
|
|
|
to spectators
|
|
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).
|
|
to spectators before he finishes joining
|
|
|
|
password was cleared meanwhile
|
|
|
|
unify the formatting
|
|
subclassing it
|
|
triggered the server to close the connection
|
|
protocol and improve the naming of some variables
|
|
if a header require a header make it include that header
|
|
with a future (stable) release of OpenTTD.
|
|
network_command.cpp; it's only ever used there.
|
|
|
|
|
|
whole joining (including download) phase
|
|
executing the pause command. This to prevent showing paused and especially unpaused to be shown when the state doesn't change. Output now mentions whether pause changes keep the game paused and what reasons for pausing there 'currently' are.
|
|
|
|
NetworkSend_Init() is useless
|
|
packet caused the connection to be closed. Also force-close the connection on invalid packets.
|
|
|
|
|
|
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
|
|
for more consistency and distinguishability.
|
|
(patch by dihedral)
|
|
|
|
relatives
|
|
|
|
|
|
client was 'leaving'.
|
|
Company::IsValidHumanID(), don't use IsHumanCompany() where possible
|
|
code style.
|
|
company was changed from spectator to company 0 in the network code.
|
|
const is (accidentally?) removed using C-style casts.
|
|
GetActiveCompanyCount(), use PoolItem::GetNumItems() instead
|
|
PoolItem::IsValidID(index)
|
|
|
|
-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
|
|
console commands.
|
|
companies, since joining an AI company is not possible.
|
|
|
|
client_address.
|
|
|