Age | Commit message (Collapse) | Author |
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is bound to.
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of returned server lists.
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masterserver
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to multiple sockets.
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unlimited.
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keys' from the masterserver so servers can register with multiple IPs as the same server.
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only the ip. This way you can clearly see there aren't any duplicates.
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dependant.
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sources too
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and connect to game servers.
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so they don't freeze OpenTTD when for example the network connection got severed. Thanks to glx for writing the mutex implementation for Windows.
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structure so we can pass either one of them and not convert an ip to a string and then back again.
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network related company information.
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and strecpy where direct conversion is possible
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client so it is immediatelly clear which one you are working with.
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-Fix: MP advertising was not advertising.
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settings between NetworkSettings and NetworkGameInfo.
-Fix: failure of changing the server password during games because the password wasn't duplicated properly.
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headers so that nothing from the network directory needs to include basically all network headers.
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network/network_internal to settings.
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settings stored in the savegame so there is no need to have a duplicate copy of it for new games.
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entered for the address.
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okay (or lines starting with a space and then tabs).
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register properly with the masterserver if one has multiple external interfaces.
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when it's not necessary.
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map.h).
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remaining to fit with the naming style
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every once in a while so the information stays fairly up-to-date when you are looking through the servers.
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that it couldn't find; it only wanted to request the newgrf names of newgrfs that where available locally and than were called "<Unknown>".
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