Age | Commit message (Collapse) | Author |
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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.
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You can now easily do:
- a password reset (unlock)
- remove an empty company (reset company)
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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.
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state of Packet private
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buffer in to a Packet
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to prevent packet state modifications outside of the Packet
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packet state modifications outside of the Packet
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data into the Packet
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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.
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invalid names can actually join
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changing it using the console/settings
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"Player"
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function
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Strictly seen the comment is true, as it says 'e.g.', but it is
misleading. The server name is just that: the name of the server
as configured. No need to mention advertising.
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When ever you saw this debug lines (which you never should), they
showed an empty address. It is also not very useful to have, as it
always points to a known server anyway.
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One also looks for a company, the other doesn't. There were more
uses of the latter than the first, leaving very weird code all
over the place.
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The original idea was that people could find a server they could
talk in their native language on. This isn't really used in that
way. There are several reasons for removing this:
- the client also sends his "language" to the server, but nothing
is doing anything with this.
- flags are a bad way to represent languages, and over the years
we had several (rightfully) complaints about this.
- most servers have their language set to "All", and prefix the
servername with the language it is about. This is a much more
efficient way to do the same.
All in all, this feature should go back to the drawing board.
Maybe it could work in another form, but this form is not it.
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The idea back in the days was nice, but it never resulted in
anything useful. Most servers either read "(loaded game)" or
"Random Map", neither being useful. It was meant for heightmaps,
so you could find a server that was using a specific one .. but
there are many things wrong with that idea. Mostly, servers tend
to save and load savegames from time to time, after which the
original heightmap used was lost.
All in all, removing map_name all together is just better.
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#9042 did not fix all combinations of scaling options. This additional
change makes the server list automatically fill available height.
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Font zoom.
The server information panel was scaled by GUI scale, which could result in a panel that is longer than the server list. This height difference is then maintained when the window is resized to fill the screen.
Instead, specify the minimum size by number of text lines and (summed total) padding.
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another thread is busy do not attempt to process the packets of that socket
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network_udp.cpp
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static buffers
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Use status >= STATUS_AUTHORIZED as the state criteria for all cases
where updates about other clients are sent.
This avoids the case where a client is informed that another client
has joined but not informed when it later quits, resulting in
stale entries in the client list window.
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Basically, modal windows had their own thread-locking for what
drawing was possible. This is a bit nonsense now we have a
game-thread. And it makes much more sense to do things like
NewGRFScan and GenerateWorld in the game-thread, and not in a
thread next to the game-thread.
This commit changes that: it removes the threads for NewGRFScan
and GenerateWorld, and just runs the code in the game-thread.
On regular intervals it allows the draw-thread to do a tick,
which gives a much smoother look and feel.
It does slow down NewGRFScan and GenerateWorld ever so slightly
as it spends more time on drawing. But the slowdown is not
measureable on my machines (with 700+ NewGRFs / 4kx4k map and
a Debug build).
Running without a game-thread means NewGRFScan and GenerateWorld
are now blocking.
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relation (#8801)
In other words, it should only (!) return true if A comes for B.
This promise was broken for the situation where two values are
identical. It would return true in these cases too. This is of
course not possible: if two values are identical, neither come
before the other. As such, the sorter was not imposing strict
weak ordering relations.
libstdc++ handled this scenario just fine, but libc++ crashes
badly on this, as it allowed comparing of [begin, end] instead
of [begin, end).
libc++ considered this not a bug (and by specs, they are correct;
just this way of crashing is of course a bit harsh):
https://bugs.llvm.org/show_bug.cgi?id=47903
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sizes with custom fonts
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Send all clients in the queue every game-day a packet that they
are still in the queue.
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Also terminate creating of the savegame, as the client is gone,
there really is no need for that anymore.
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Strictly seen, there are "N" people -waiting- in front of you
in the queue, but it is nicer to show "N + 1" for the person that
is currently downloading the map. Avoids it showing:
"0 clients in front of you". That just feels a bit off.
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(#8746)
SendError() notifies all clients of the disconnect. This calls
CloseConnection() at the end, which also notified the clients
of the disconnect. Really no need to do it twice.
The status NETWORK_RECV_STATUS_SERVER_ERROR is only set by
SendError(), so in case that is the status, don't let
ClientConnection() send another notification.
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It is 2021. Nobody should advertise http anymore. Not even us.
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