Age | Commit message (Collapse) | Author |
|
company; in coop games that does not spread clients at all, and most companies have a low number causing it not to be spread out either. Use the ClientID instead. Based on a patch by dihedral.
|
|
due to LTR names in RTL translations and vice-versa
|
|
player leaving the game
|
|
so they're documented in the "same" place as UDP, content and admin packets (dihedral)
|
|
connection closed when the next call also tries to send the packets and then closes the connection. Especially if the former frees a structure that the latter assumes to be still there
|
|
again :)
|
|
|
|
|
|
(dihedral)
|
|
(dihedral)
|
|
(dihedral)
|
|
|
|
|
|
|
|
specific intervals (dihedral)
|
|
and dihedral)
|
|
|
|
|
|
search restrictions.
|
|
|
|
|
|
reusable
|
|
|
|
|
|
sockets
|
|
|
|
network_client.cpp
|
|
|
|
|
|
sensible name
|
|
like UDP/content packet handling
|
|
NetworkClientSocket for server and client side
|
|
rights and unread news.
|
|
|
|
while the chat message box was visible
|
|
|
|
static in that file.
|
|
NetworkFindClientInfoFromIP().
|
|
(anymore) otherwise.
|
|
some headers
|
|
|
|
(from clients and the server)
|
|
meaningful names
|
|
order doesn't require up to 765 commands.
|
|
|
|
O(1) instead of O(n)
|
|
|
|
caused the introgame to be the server's game causing desyncs when people tried to join
|
|
WWT_SCROLL2BAR with NWID_HSCROLLBAR and NWID_VSCROLLBAR.
|
|
and vscroll2.
Note: All windows get individual members with the same names, which are initialised via Window::GetScrollbar(). This caching is not required at all, but simplifies conversion.
|