Age | Commit message (Collapse) | Author |
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connections when it fails in the beginning
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connection was lost
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lagging because of connection trouble or lagging because the client is just slow
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show up in the AI list but you could not select all
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the language "list"
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at a given moment
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when receiving some packets and don't send some when the clients aren't ready for them
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into 3 separate packets
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downloaded savegame wouldn't be closed, and validity of the handled wasn't checked in all cases
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slightly to make the whole more readable and easier to understand
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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.
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due to LTR names in RTL translations and vice-versa
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player leaving the game
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so they're documented in the "same" place as UDP, content and admin packets (dihedral)
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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
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again :)
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(dihedral)
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(dihedral)
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(dihedral)
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specific intervals (dihedral)
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and dihedral)
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search restrictions.
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reusable
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sockets
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network_client.cpp
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sensible name
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like UDP/content packet handling
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NetworkClientSocket for server and client side
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