Age | Commit message (Collapse) | Author |
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haven't joined yet
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between bankruptcy and manual removal of companies even though the API suggested that
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more logical location
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doxygen can create better documentation
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the server's IP
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clients joined:
* Clients can't be starved from joining the game
* Clients will see the amount of clients actually waiting in front of them, instead of the amount of waiting clients in total
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allocate it for clients that are there to just get a list of companies. This means that these short lived clients won't be seen by the admin network in their client queries anymore
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ClientSocket
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admin "core" as they send IP addresses to the admin "bots"
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ClientSocket, after all the Socket is the bit that's associated with the network
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ClientID, which later resolves the IP address to ban. This to consolidate the knowledge about resolving IP addresses
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client list at clients
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NetworkClientSocket::GetByClientID
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NetworkClientInfo::GetByClientID
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removed (instead of previously selecting some other client)
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rather the client would kick itself due to an unexpected packet
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specifically for a particular value
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to do so anyway
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requesting the map
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when SendPackets closed the connection
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closing the connection as that wants to acquire the mutex again
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reconnecting while the server is still saving the savegame
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many NetworkClientSockets/Infos
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possible to change the password of other companies (on the server)
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servers, so move it to network_server.* (dihedral)
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changes (dihedral)
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connection is closed (Rubidium)
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and remove some unneeded casts
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packet for longer company names (in bytes), by truncating the names if needed
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savegames to send to the client asynchroniously. This will reduce the lag of the other clients to the time it takes to make the memory dump and it will speed up downloading the map as the download starts earlier (possibly with a slightly lower bandwidth due to slow compression). This should also fix the lag message people get when the savegame compression takes more than a few seconds.
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client, don't write it to disk but create the packets immediately
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later in the download process
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receiving, our frames
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style
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transferred file are the same file and not different ones
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lagging because of connection trouble or lagging because the client is just slow
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when receiving some packets and don't send some when the clients aren't ready for them
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into 3 separate packets
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