Age | Commit message (Collapse) | Author |
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Send all clients in the queue every game-day a packet that they
are still in the queue.
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Also terminate creating of the savegame, as the client is gone,
there really is no need for that anymore.
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This commit adds the missing feature of allowing the server owner to
provide a reason for kicking/banning a client, which the client sees in
a pop-up window after being kicked. The implementation extends the
network protocol by adding a new network action called
NETWORK_ACTION_KICKED that is capable of having an error string, unlike
the other network error packages. Additionally, the kick function
broadcasts a message to all clients about the kicked client and the
reason for the kick.
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We assume a conforming C++11 compiler environment that has a valid <thread>-header.
Failure to run a real thread is handled gracefully.
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This switch has been a pain for years. Often disabling broke
compilation, as no developer compiles OpenTTD without, neither do
any of our official binaries.
Additionaly, it has grown so hugely in our codebase, that it
clearly shows that the current solution was a poor one. 350+
instances of "#ifdef ENABLE_NETWORK" were in the code, of which
only ~30 in the networking code itself. The rest were all around
the code to do the right thing, from GUI to NewGRF.
A more proper solution would be to stub all the functions, and
make sure the rest of the code can simply assume network is
available. This was also partially done, and most variables were
correct if networking was disabled. Despite that, often the #ifdefs
were still used.
With the recent removal of DOS, there is also no platform anymore
which we support where networking isn't working out-of-the-box.
All in all, it is time to remove the ENABLE_NETWORK switch. No
replacement is planned, but if you feel we really need this option,
we welcome any Pull Request which implements this in a way that
doesn't crawl through the code like this diff shows we used to.
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state information upon creation of their company
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and strecat.
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client
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Eagle_rainbow)
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coding style
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doxygen can create better documentation
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ClientSocket
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ClientSocket, after all the Socket is the bit that's associated with the network
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NetworkClientSocket::GetByClientID
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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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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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receiving, our frames
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reusable
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sockets
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like UDP/content packet handling
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NetworkClientSocket for server and client side
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if a header require a header make it include that header
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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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color and colour.
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the server and the clients themselves (dihedral)
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it's (way) more descriptive what it's used for.
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identification ids and the indices into the clients/client info arrays.
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headers so that nothing from the network directory needs to include basically all network headers.
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something more than whitespace as description of files that don't have a description.
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and move a little of NetworkClientState functionality to the NetworkSocketHandler. Move the rest of the NetworkClientState to the new NetworkTCPSocketHandler class/struct, which is not yet implemented in an object oriented manner. The UDP socket handler now extends the NetworkSocketHandler instead of having a reference to a NetworkClientState.
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- A proper ./configure, so everything needs to be configured only once, not for every make.
- Usage of makedepend when available. This greatly reduces the time needed for generating the dependencies.
- A generator for all project files. There is a single file with sources, which is used to generate Makefiles and the project files for MSVC.
- Proper support for OSX universal binaries.
- Object files for non-MSVC compiles are also placed in separate directories, making is faster to switch between debug and release compiles and it does not touch the directory with the source files.
- Functionality to make a bundle of all needed files for for example a nightly or distribution of a binary with all needed GRFs and language files.
Note: as this merge moves almost all files, it is recommended to make a backup of your working copy before updating your working copy.
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