Age | Commit message (Collapse) | Author |
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if a header require a header make it include that header
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with a future (stable) release of OpenTTD.
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network_command.cpp; it's only ever used there.
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whole joining (including download) phase
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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.
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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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