Age | Commit message (Collapse) | Author |
|
connection is closed (Rubidium)
|
|
and remove some unneeded casts
|
|
|
|
HashCurrentCompanyPassword(), make it static
|
|
deterministically when/if the value of NETWORK_SERVER_ID_LENGTH is changed
|
|
|
|
|
|
to TextColour
|
|
the ifndef/define/endif lines.
|
|
|
|
|
|
|
|
unrelated to the number of passed game days, i.e. don't stop aging chat messages when the server is paused
|
|
size aren't the same as when they're read. As a check was incorrect.
|
|
when allowing to execute commands
|
|
|
|
|
|
|
|
|
|
bit more descriptive
|
|
packet for longer company names (in bytes), by truncating the names if needed
|
|
|
|
seconds locally, don't see that as lag of the server. Also increase the client side's lag thresholds a bit
|
|
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.
|
|
client, don't write it to disk but create the packets immediately
|
|
just keep it in memory instead of writing it to a file
|
|
load), and add support for (safe) loading with a LoadFilter
|
|
later in the download process
|
|
the file size later in the download process, i.e. when a chunk of the savegame is already received by the client
|
|
|
|
receiving, our frames
|
|
style
|
|
|
|
|
|
|
|
transferred file are the same file and not different ones
|
|
OnPaint().
|
|
|
|
system failed
|
|
content download failed
|
|
|
|
connections when it fails in the beginning
|
|
|
|
connection was lost
|
|
lagging because of connection trouble or lagging because the client is just slow
|
|
|
|
show up in the AI list but you could not select all
|
|
|
|
the language "list"
|
|
|