Age | Commit message (Collapse) | Author | |
---|---|---|---|
2021-05-27 | Codechange: just pass the SettingDesc to SetSettingValue and remove ↵ | rubidium42 | |
distinction between (non)company | |||
2021-05-27 | Fix: do not hide parameter by local variable with the same name | rubidium42 | |
2021-05-24 | Fix: Network on Haiku, remove old code for BeOS | milek7 | |
2021-05-17 | Codechange: [Network] Use C++ string functions to generate company password hash | rubidium42 | |
2021-05-16 | Codechange: [Network] Let NetworkClientInfo use std::string | rubidium42 | |
2021-05-16 | Codechange: [Network] Use std::string to populate the client list for ↵ | rubidium42 | |
company stats | |||
2021-05-16 | Codechange: [Network] Let NetworkCompanyInfo use std::string | rubidium42 | |
2021-05-15 | Codechange: [Network] Let chat communication use std::string | rubidium42 | |
2021-05-15 | Codechange: Use std::string GetString where convenient | rubidium42 | |
2021-05-15 | Codechange: [Network] Let NetworkTextMessage use std::string | rubidium42 | |
2021-05-15 | Change: Use gender-neutral pronouns | rubidium42 | |
2021-05-15 | Fix: comparison of narrow type to wide type in loop (potential for infinite ↵ | Rubidium | |
loops) | |||
2021-05-15 | Fix: [Network] Check on CIDR for netmask check considered everything valid | Rubidium | |
2021-05-14 | Codechange: [Network] Pass passwords as std::string to the network code | rubidium42 | |
2021-05-14 | Codechange: [Network] Use std::string for the internal handling of ↵ | rubidium42 | |
admin/rcon passwords | |||
2021-05-14 | Codechange: [Network] Use std::string for the internal handling of server ↵ | rubidium42 | |
passwords | |||
2021-05-14 | Codechange: [Network] Use std::string for the internal handling of company ↵ | rubidium42 | |
passwords | |||
2021-05-14 | Codechange: [Network] Make company state password std::string | rubidium42 | |
2021-05-13 | Codechange: move client name in settings to std::string | rubidium42 | |
2021-05-13 | Codechange: move server name/id in settings to std::string | rubidium42 | |
2021-05-13 | Codechange: move hostnames in settings to std::string | rubidium42 | |
2021-05-13 | Codechange: move passwords in settings to std::string | rubidium42 | |
2021-05-13 | Change: further support for std::string in settings | rubidium42 | |
2021-05-13 | Codechange: [Network] split CloseSocket and CloseConnection more clearly (#9261) | Patric Stout | |
* Codechange: [Network] split CloseSocket and CloseConnection more clearly - CloseSocket now closes the actual OS socket. - CloseConnection frees up the resources to just before CloseSocket. - dtors call CloseSocket / CloseConnection where needed. | |||
2021-05-13 | Codechange: remove pointless close call due to resolving virtual functions ↵ | Rubidium | |
statically in destructors In the destructors of many of the network related classes Close() is called, just like the top class in that hierarchy. However, due to virtual functions getting resolved statically in the destructor it would always call the empty Close() of the top class. Document the other cases where a virtual call is resolved statically. | |||
2021-05-13 | Fix #9255: [Network] TCPConnecter crashes when hostname not found (#9259) | Patric Stout | |
2021-05-12 | Change: reworked the debug levels for network facility (#9251) | Patric Stout | |
It now follows very simple rules: 0 - Fatal, user should know about this 1 - Error, but we are recovering 2 - Warning, wrong but okay if you don't know 3 - Info, information you might care about 4 - 5 - Debug #1 - High level debug messages 6 - Debug #2 - Low level debug messages 7 - Trace information | |||
2021-05-11 | Fix: [Network] mark server as offline when no longer reachable (#9244) | Patric Stout | |
2021-05-11 | Fix #9243: [Network] For a dedicated server use a fallback client and server ↵ | rubidium42 | |
name Also warn when the client or server name has not been set and provide pointers on how to set them | |||
2021-05-11 | Fix: [Network] don't rebuild the host-list during iterating the list (#9240) | Patric Stout | |
Additionally, only rebuild it when we added a new manual server, as otherwise it is a noop anyway. | |||
2021-05-11 | Fix: [Network] don't mark the last-joined server as manual (#9239) | Patric Stout | |
2021-05-11 | Fix: [Network] clients leaving because of broken connections was not ↵ | Patric Stout | |
broadcasted (#9238) The code mixed up "client has quit but we already told everyone" with "client lost connection, handle this". Split up those two signals: - CLIENT_QUIT means we told everyone and the connection is now dead - CONNECTION_LIST means we should tell everyone we lost a client | |||
2021-05-10 | Fix: leaking file descriptors | Rubidium | |
2021-05-10 | Change: reworded many of the network errors during connect/listen (#9230) | Patric Stout | |
Also changed some levels to 0, as a failing listen() is something we should tell the user about. Hiding this information is a bit evil. | |||
2021-05-09 | Fix: lobby window doesn't close if no connection could be established (#9223) | Patric Stout | |
2021-05-08 | Fix: only query a manually added server if it isn't there yet | Patric Stout | |
But always mark it as manually, no matter if it was there or not. | |||
2021-05-08 | Fix: don't do a network disconnect between two queries | Patric Stout | |
This meant that on opening the Multiplayer window, if you had more than one server configured, it would one by one cancel all pending queries and send a new. Result: only the last server was updated. | |||
2021-05-08 | Fix: destroying a TCPConnecter that was still resolving made illegal writes | Patric Stout | |
Basically, we should join the resolve thread before we destruct the object. | |||
2021-05-08 | Codechange: move connection_string to private for TCPConnecter | Patric Stout | |
The most common case never needs access to it anymore. Make the one exception to this explicit. This means the fact that we store it is now an implementation detail. | |||
2021-05-08 | Change: Use gender-neutral pronouns in console command messages (and ↵ | William Davis | |
comments) (#9203) | |||
2021-05-08 | Fix f7e390bd: getpeername() doesn't work on closed sockets (#9213) | Patric Stout | |
2021-05-08 | Codechange: [Network] Change ChatMessage's message to std::string and ↵ | rubidium42 | |
simplify some code | |||
2021-05-06 | Feature: use Happy Eyeballs to make network connections (TCP-only) (#9199) | Patric Stout | |
Hostnames like "content.openttd.org" resolve into multiple IPv4 and IPv6. It is possible that either of the IPs is not working, either due to a poorly configured OS (having IPv6 but no valid route), broken network paths, or a service that is temporary unavailable. Instead of trying the IPs one by one, waiting for a 3s timeout between each, be a bit more like browsers, and stack attempts on top of each other with slight delays. This is called Happy Eyebells. Initially, try the first IPv6 address. If within 250ms there is no connection yet, try the first IPv4 address. 250ms later, try the second IPv6 address, etc, till all addresses are tried. If any connection is created, abort all the other (pending) connections and use the one that is created. If all fail 3s after the last connect(), trigger a timeout for all. | |||
2021-05-06 | Codechange: [Network] Use std::string for NetworkGameInfo | rubidium42 | |
2021-05-06 | Codechange: [Network] Move connection string parsing away from C-strings | rubidium42 | |
2021-05-06 | Codechange: [Network] Use std::string for NetworkAddress' host name | rubidium42 | |
2021-05-06 | Codechange: [Network] Use new/delete instead of calloc/free for NetworkGameList | rubidium42 | |
2021-05-05 | Codechange: use connection_string in favour of NetworkAddress (#9197) | Patric Stout | |
We now resolve the connection_string to a NetworkAddress in a much later state. This means there are fewer places constructing a NetworkAddress. The main benefit of this is in later PRs that introduce different types of NetworkAddresses. Storing this in things like NetworkGameList is rather complex, especially as NetworkAddress has to be mutable at all times. Additionally, the NetworkAddress is a complex object to store simple information: how to connect to this server. | |||
2021-05-05 | Cleanup: [Network] Remove variable from NetworkGameInfo that is only used ↵ | Rubidium | |
during deserialisation | |||
2021-05-05 | Change: [Network] Update server's NetworkServerGameInfo only when needed | rubidium42 | |
Split the updating in a "static" version that only needs to be called when a new map is loaded or some settings are changed, and a "dynamic" version that updates everything that changes regularly such as the current game date or the number of spectators. |