Age | Commit message (Collapse) | Author |
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NetworkTCPSocketHandler::SendPacket is not thread safe and may not
be used concurrently from multiple threads without suitable locking
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AdminUpdateType (#8238)
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Remove static buffer form of NetworkAddress::GetAddressAsString.
This is used in multiple threads concurrently, and is not thread-safe.
Replace it with a form returning std::string.
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conected and aborted flags are used concurrently from multiple threads.
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CMake works on all our supported platforms, like MSVC, Mingw, GCC,
Clang, and many more. It allows for a single way of doing things,
so no longer we need shell scripts and vbs scripts to work on all
our supported platforms.
Additionally, CMake allows to generate project files for like MSVC,
KDevelop, etc.
This heavily reduces the lines of code we need to support multiple
platforms from a project perspective.
Addtiionally, this heavily improves our detection of libraries, etc.
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Previously the internal content list was invalidated and sorted for
every new item added. Now the sorting is delayed until the GUI is
drawn, which means we only sort once per GUI tick.
Since the amount of incoming items per GUI tick is not controlled by
the GUI but rather by network speed, we were previously doing a lot
of duplicate work per tick, causing the mouse cursor to lag while
the list was initialized.
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strings.
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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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If the game was started loading a savegame or scenario, auto-restart will load a new random map.
This is inconsistent with the case in which a heightmap was loaded, as in that case the heightmap is kept as a basis for a new game.
This proposal solves this heterogeneity be considering the originally loaded resource shall be kept, hence savegames & scenarios shall be reloaded
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Add a separate template wrapper for filtered iteration
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Fixes the following complaints:
src/network/core/address.cpp: In member function 'const sockaddr_storage* NetworkAddress::GetAddress()':
src/network/core/address.cpp:134:55: error: 'AI_ADDRCONFIG' was not declared in this scope
this->Resolve(this->address.ss_family, SOCK_STREAM, AI_ADDRCONFIG, nullptr, ResolveLoopProc);
Signed-off-by: Joe Stringer <joe@wand.net.nz>
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ClientNetworkContentSocketHandler::OnReceiveData()
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In particular this crash can be observed when using the
bootstrap GUI to download the base graphics.
In ClientNetworkContentSocketHandler::OnReceiveContentInfo
ClientNetworkContentSocketHandler::callbacks is iterated, using an iterator
cb->OnReceiveContentInfo() is called (cb is of type BootstrapAskForDownloadWindow)
This calls new BootstrapContentDownloadStatusWindow()
This inherits from BaseNetworkContentDownloadStatusWindow
The constructor of which calls _network_content_client.AddCallback(this)
This reallocates the std::vector which is being iterated in ClientNetworkContentSocketHandler::OnReceiveContentInfo
This results in iter being invalid, and an assertion failure occurs shortly
afterwards due to its use in the next iteration of cb->OnReceiveContentInfo()
Adjust all locations where ClientNetworkContentSocketHandler::callbacks
is iterated to avoid problematic behaviour
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The last use was for storing a list of memory blocks. As the way these lists are accessed is very
specific, it is easier to just write an explicit destructor instead of trying to exactly match the behaviour.
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instead of an AutoFreeSmallVector.
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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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A conforming compiler with a valid <mutex>-header is expected.
Most parts of the code assume that locking a mutex will never fail unexpectedly,
which is generally true on all common platforms that don't just pretend to
be C++11. The use of condition variables in driver code is checked.
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Auto[Free|Delete]SmallVector
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