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2021-05-01Codechange: move some OS abstraction method implementations out of the headerrubidium42
2021-05-01Codechange: encapsulate network error handlingrubidium42
2021-05-01Codechange: rename NetworkError to ShowNetworkErrorrubidium42
2021-05-01Fix #6598: Prevent invalid memory accesses when abandoning a join from ↵rubidium42
within a network game One could join a network game from within an already running network game. This would call a NetworkDisconnect, but keeps the UI alive. If, during that process the join is aborted, e.g. by cancelling on a password dialog, you would still be in your network game but also get shown the server list. Solve all the underlying problems by falling back to the main UI when (re)connecting to a(nother) server.
2021-05-01Codechange: Move join information into a single structurerubidium42
2021-05-01Change: [Console] Show help when passing invalid company numberrubidium42
2021-04-30Fix: Recalculate padding and minimum sizes when GUI or Font zoom is changed.Peter Nelson
2021-04-30Change: use TCP for everything except for master-server and initial server ↵Patric Stout
scan (#9130) This means that pressing Refresh button and adding servers manually now uses TCP. The master-server and initial scan are still UDP as they will be replaced by Game Coordinator; no need to change this now. If we query a server that is too old, show a proper warning to the user informing him the server is too old.
2021-04-29Change: [Network] Encapsulate logic about the connection string to the ↵rubidium42
network code (#23)
2021-04-29Codechange: use NetworkAddress instead of two host/port variables where possiblePatric Stout
This also means we no longer need last_host/last_port, but can just use a single last_joined setting.
2021-04-29Codechange: use std::string over stack-based strings if possiblePatric Stout
2021-04-29Cleanup: remove write-only variable "hostname" in NetworkGameListPatric Stout
2021-04-29Fix: [MinGW] Set minimum OS version to Windows XP (#9135)Loïc Guilloux
2021-04-28Fix b3003dd1: swap SERVER_GAME_INFO with CLIENT_GAME_INFO (#9129)Patric Stout
The idea is that if you query an older server that does not support this packet yet, the client receives an error. The assumption was that on every "illegal packet" the connection would be closed. This turns out to be false. Now CLIENT_GAME_INFO aligns with the old PACKET_CLIENT_NEWGRFS_CHECKED, which does a pre-check (which fails), and an error is sent back and the connection is closed. This is not a nice solution, but it is the best we got.
2021-04-27Fix: missing <limits> include in network/core/packet.h (#9123)Milek7
2021-04-27Change: no longer use UDP when entering the lobby of a serverPatric Stout
The lobby of a server requested some parts via UDP and some via TCP. This is strictly seen fine, but for future extensions it is a lot easier if just one protocol is used.
2021-04-27Codechange: refactor CheckGameCompatibility() from existing functionPatric Stout
Later commits use this function in other places too.
2021-04-27Add: ability to retrieve game info from server over TCPPatric Stout
2021-04-27Codechange: be explicit in pointer comparisonsPatric Stout
2021-04-27Codechange: move all NetworkGameInfo related functions to a single filePatric Stout
It currently was a bit scattered over the place. Part of NetworkGameInfo is also the GRF Identifiers that goes with it.
2021-04-27Change: [Network] lower TCP connect() timeout to 3s (#9112)Patric Stout
Currently we use default OS timeout for TCP connections, which is around 30s. 99% of the users will never notice this, but there are a few cases where this is an issue: - If you have a broken IPv6 connection, using Content Service is first tried over IPv6. Only after 30s it times out and tries IPv4. Nobody is waiting for that 30s. - Upcoming STUN support has several methods of establishing a connection between client and server. This requires feedback from connect() to know if any method worked (they have to be tried one by one). With 30s, this would take a very long time. What is good to mention, is that there is no good value here. Any value will have edge-cases where the experience is suboptimal. But with 3s we support most of the stable connections, and if it fails, the user can just retry. On the other side of the spectrum, with 30s, it means the user has no possibility to use the service. So worst case we annoy a few users with them having the retry vs annoying a few users which have no means of resolving the situation.
2021-04-27Cleanup: remove #ifdefs for compiling the old content serverrubidium42
2021-04-27Codechange: [Network] Do not leak os_abstraction.h via fios.hrubidium42
2021-04-27Codechange: [Network] Do not leak os_abstraction.h via network_funcrubidium42
2021-04-27Change: [Network] Use string error messages instead of numeric error numbers ↵rubidium42
that need to be looked up
2021-04-27Fix: [Network] errno and strerror do not handle network errors on Windowsrubidium42
2021-04-26Fix 8a95fee4: Missing initialiser in Packet constructorCharles Pigott
2021-04-25Change: [Network] Remove now defunct savegame transfer packet limiterrubidium42
2021-04-25Change: use 32 KiB packets to send requests to the content serverRubidium
2021-04-25Change: use 32 KiB packets to transfer the savegameRubidium
2021-04-25Codechange: differentiate between UDP, TCP and compatibility MTU valuesRubidium
2021-04-25Codechange: allow different limits in packet sizesRubidium
2021-04-25Fix: [Network] Prevent stalling save game transfer when compression is slowrubidium42
2021-04-24Change: use icons to indicate you/host in Online Players GUIPatric Stout
2021-04-24Add: move "New Company" inside the Online Players GUIPatric Stout
2021-04-24Change: track hover position on Online Players GUIPatric Stout
Especially if there are many players online, trying to chat with the right one can be a visual challenge. This can be solved by highlighting the row you are on. This visual cue is often enough for humans to find the right row.
2021-04-24Add: ask for confirmation on admin actions in network gamesPatric Stout
2021-04-24Add: admin menu for companies in multiplayer gamesPatric Stout
You can now easily do: - a password reset (unlock) - remove an empty company (reset company)
2021-04-24Feature: rework in-game Online Players GUIPatric Stout
The GUI now more clearly shows some basic information about the server you joined, your client name (and the ability to change it), and what players are in which company. It also contains useful buttons to press to join companies, chat with other people, and for admins to kick/ban people. Additionally, renamed "advertised" to "visibility"; this has to do with future additions, but also because it is more clear in wording.
2021-04-24Codechange: use std::vector instead of a fixed size array for PacketsRubidium
2021-04-24Codechange: add accessor for the packet type to Packet and make the internal ↵Rubidium
state of Packet private
2021-04-24Codechange: remove public access to the next pointer in PacketRubidium
2021-04-24Codechange: encapsulate reading the size of a PacketRubidium
2021-04-24Codechange: encapsulate the logic about how many bytes can be sent from a ↵Rubidium
buffer in to a Packet
2021-04-24Codechange: move the logic shrinking of the packets into the Packet itselfRubidium
2021-04-24Codechange: encapsulate writing data from Packets into sockets/files/buffers ↵Rubidium
to prevent packet state modifications outside of the Packet
2021-04-24Codechange: encapsulate reading data from sockets into Packets to prevent ↵Rubidium
packet state modifications outside of the Packet
2021-04-24Codechange: move logic whether there is enough space in a packet to write ↵Rubidium
data into the Packet
2021-04-24Codechange: move more logic about packet size validity and reading into PacketRubidium
2021-04-24Add: [Network] Validate the client name when receiving one from the serverrubidium42
This so names from other clients are known valid in the client as well, instead allowing some compromised/bad server to potentially crash clients upon certain expectations.