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2021-08-21Fix: [Network] crash when last-joined server that is no longer available (#9503)Patric Stout
If you update the server-list while not having last-joined selected and it is no longer available, the game crashed.
2021-08-19Fix d9c1d18f2: Wrong format string for console disconnect message.Michael Lutz
2021-08-18Fix #9492: show for what server a relay session is being created (#9494)Patric Stout
Currently it says "the server" which is a bit ambigious. Be more specific.
2021-08-18Fix: typo in the word "spectator" (tnx Heiki) (#9496)Patric Stout
2021-08-17Fix 6acf204d: crash when showing coordinator-error-messages (#9488)Patric Stout
2021-08-17Fix: report reuse of invite-code and switch to local game-type (#9487)Patric Stout
This prevents two servers battling for the same invite-code. Now the last one wins.
2021-08-16Fix: connecting with the same name thrice hangs the server (#9485)dP
2021-08-15Add: open Online Players GUI on starting/joining a server (#9479)Patric Stout
2021-08-14Remove: COMPANY_INFO packets and related code (#9475)Patric Stout
2021-08-14Feature: make "join game" button join the game, instead of first showing a ↵Patric Stout
lobby window (#9467) Nobody really paid attention to the lobby window, and it completely missed its purpose. Most people don't even wait for companies to show up, but just hit "New Company". This in turn means people create a lot of unneeded companies, while they "just want to watch the game" or join another company. Instead, "Join Game" now just joins the game as spectators.
2021-08-14Fix 508e465b: network servers didn't show invite-code / connection-type in ↵Patric Stout
Online Players GUI (#9478) The selector selects the first widget, which by accident was now only the server visibility.
2021-08-14Add: synchronize server name to clients and display in Online Players GUI ↵Patric Stout
(#9472)
2021-08-10Change: remove the ability to control "max spectators" (#9466)Patric Stout
Soon we will make "join game" join the game as spectator first, so limiting the amount of spectators makes no sense anymore in that context. Not sure it ever did make sense.
2021-07-21Cleanup: remove some references to the old master-serverRubidium
2021-07-21Fix: crash when joining a server again after a TCP disconnect (#9453)Patric Stout
"my_client" wasn't always free'd when a game ended. "my_client" keeps a reference inside the PT_NCLIENT pool. The rest of the code assumes that when you are not in a game, it can freely reset this pool. In result: several ways to trigger a use-after-free.
2021-07-20Feature: allow the use of TURN to connect client and server togetherPatric Stout
TURN is a last resort, used only if all other methods failed. TURN is a relay approach to connect client and server together, where openttd.org (by default) is the middleman. It is very unlikely either the client or server cannot connect to the STUN server, as they are both already connected to the Game Coordinator. But in the odd case it does fail, estabilishing the connection fails without any further possibility to recover.
2021-07-20Fix: [Network] rework when to close connections and inform Game Coordinator ↵Patric Stout
if needed
2021-07-18Feature: [Game Coordinator] Send NewGRF names to the clientRubidium
2021-07-18Feature: [Network] Optionally send NewGRF names with NewGRFs in GameInforubidium42
Before 8a2da49 the NewGRF names were synchronized using UDP packets, however those have been removed. With this a new version of the GameInfo packet is introduced that allows to specify the type of serialisation happens for NewGRFs. Either only the GRF ID and checksum, or those two plus the name of the NewGRF. On this request for local servers will send the NewGRFs names. The Game Coordinator will get the names on the first registration, and after that only the GRF ID and checksum.
2021-07-18Fix c921f6d: [Network] Documentation of Game Info packet was not updatedrubidium42
2021-07-18Remove: the concept of UnknownGRFsrubidium42
These were filled with "<Unknown>" (before 8a2da49) and later their name would get filled via UDP requests to the server. These UDP packets do not exist anymore, so they will always remain "<Unknown>". Remove that logic and just use the generic translated error GRF UNKNOWN string instead.
2021-07-17Feature: Persistant rotation of numbered auto/netsave after restart (#9397)Loïc Guilloux
It was always starting from 0 on openttd restart. Now the most recent auto/netsave number will be used as a base to generate the next filename.
2021-07-16Doc: explain in a bit more detail how we implemented STUNPatric Stout
2021-07-16Feature: allow the use of STUN to connect client and server togetherPatric Stout
This method doesn't require port-forwarding to be used, and works for most common NAT routers in home setups. But, for sure it doesn't work for all setups, and not everyone will be able to use this.
2021-07-16Codechange: allow Connect() to bind to a local addressPatric Stout
2021-07-14Add: inform clients what game-script a server is running (#9441)Patric Stout
Co-authored-by: The Dude <thedude@novapolis.net>
2021-07-11Fix: "Search LAN games" used the socket after it was closed (#9437)Patric Stout
Every outgoing connection, either TCP or UDP, triggered NetworkInitialize(), which triggered NetworkUDPInitialize() which first closes all connections. Now the problem was that "Search LAN games" found a server, added it to the list, after which (over TCP) it queries the server. This closes all UDP sockets (as that makes sense, I guess?), while the UDP was still reading from it. Solve this by simply stop initializing UDP every time we make an outgoing TCP connection; instead only do it on start-up.
2021-07-11Remove: includes to network/core/config.h from headers when only three cpp ↵Rubidium
files need it
2021-07-11Add: allow setting your server visibility to "invite-only" (#9434)Patric Stout
In this mode you do register to the Game Coordinator, but your server will not show up in the public server listing. You can give your friends the invite code of the server with which they can join.
2021-07-11Feature: join servers based on their invite codePatric Stout
This removes the need to know a server IP to join it. Invite codes are small (~7 characters) indentifiers for servers, which can be exchanged with other players to join the servers.
2021-07-11Change: groundwork to allow ServerAddress to use invite codesPatric Stout
Normally TCPConnecter will do a DNS resolving of the connection_string and connect to it. But for SERVER_ADDRESS_INVITE_CODE this is different: the Game Coordinator does the "resolving". This means we need to allow TCPConnecter to not setup a connection and allow it to be told when a connection has been setup by an external (to TCPConnecter) part of the code. We do this by telling the (active) socket for the connection. This means the rest of the code doesn't need to know the TCPConnecter is not doing a simple resolve+connect. The rest of the code only cares the connection is established; not how it was established.
2021-07-11Codechange: track servers with a ServerAddress instead of a NetworkAddressPatric Stout
This allows future extensions to have different ways of referencing a server, instead of forcing to use IP:port.
2021-07-11Feature: raise the maximum NewGRF limit to 255Patric Stout
2021-07-10Feature: allow setting (game) coordinator and content server connection ↵Rubidium
strings using environment variables OTTD_COORDINATOR_CS for the game coordinator defaults to coordinator.openttd.org:3976 OTTD_CONTENT_SERVER_CS for the content server defaults to content.openttd.org:3978 OTTD_CONTENT_MIRROR_CS for the content mirror server defaults to binaries.openttd.org:80
2021-07-10Cleanup: remove unused optional ctor parameter for NetworkGameListPatric Stout
2021-07-10Remove: unused UDP protocol partsPatric Stout
2021-07-10Remove: old server listing via Master ServerPatric Stout
This removes all UDP from the game except for a local broadcast to find LAN games. So long Master Server, and tnx for all the fish!
2021-07-10Remove: old server announcement to Master ServerPatric Stout
As we now use the Game Coordinator for announcements, there is no longer a need to use the Master Server for this.
2021-07-10Add: use Game Coordinator to get latest public server listingPatric Stout
2021-07-10Add: use Game Coordinator to annouce public serversPatric Stout
2021-07-10Codechange: track version of network servers to prune once out-of-datePatric Stout
2021-07-10Codechange: use UpdateNetworkGameWindow() over manually marking window dirtyPatric Stout
2021-07-09Add #9188: netsave now keeps multiple version around, similar to autosave ↵Stephan
(#9395)
2021-07-08Fix 9e32c618: network revision was always empty (#9419)Patric Stout
Shadowing the variable you intend to write in tends to do that ;)
2021-06-29Fix f7e390bd: freeaddrinfo() is not guaranteed to handle a nullptr graceful ↵Patric Stout
(#9404)
2021-06-28Add: Show the number of clients and companies in the online players window ↵TELK
(#9376)
2021-06-26Codechange: [Network] Remove overload on NetworkValidateClientNamerubidium42
Rename the zero-parameter NetworkValidateClientName to NetworkValidateOurClientName to make it clearer it is performed on our client name, and to make it a non-overloaded function to aid with the variant being added a few commits later
2021-06-17Cleanup: use nullptr instead of 0 or NULLRubidium
2021-06-15Fix: you could join an AI company in multiplayer via the GUI (#9369)SamuXarick
2021-06-15Codechange: [Network] Use std::string instead of char[] for the name of the ↵rubidium42
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