Age | Commit message (Collapse) | Author |
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doxygen can create better documentation
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closed" before having passed the remaining buffer which causes OpenTTD to think all connections are "incorrectly" terminated, i.e. without the "I'm leaving" packet from the client. So let the client wait a tiny bit after sending the "I'm leaving" packet and before gracefully closing the connection
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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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client instead of the position in the client list
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to the client popup list's callbacks
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used for client list popups
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password input box
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rather the client would kick itself due to an unexpected packet
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already in command scope.
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OnInvalidateData().
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and OpenTTD fell back to the old system the partial downloaded amount would be counted twice
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name becomes available
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client to spectators, causing issues in bankruptcy (Rubidium)
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popping the last item caused the queue to disconnect unless there was only one item.
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executed after a new network game was started
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item in it, so the "position in the list" variable was never updated causing problems when using the keyboard shortcuts for scrolling
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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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client is actually fully connected
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position of the status bar.
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possible options.
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many NetworkClientSockets/Infos
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NewGRFs were downloaded
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server" window (adf88)
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(thus reallocating) to the iterated array caused OpenTTD to crash on invalid pointers
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folder and no heightmaps could be started in the "start server" window
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