Age | Commit message (Collapse) | Author |
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delayed so much that the network stuff was already closed and the packet would never reach the master server causing the server to appear online longer than necessary.
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[network]:server_bind_ip doesn't exist anymore. Add the IPs/hostnames to [server_bind_addresses]
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the master socket do that too; too bad getaddrinfo can't handle binding to any address on any port at the same time :(
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you've got an unresolved address, the hostname cannot be resolved either so return it as-is.
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to register an IPv6 address (only if it could ofcourse)
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connect to them in any case
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NETWORK_CLIENT_NAME_LENGTH for the length of client names.
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is bound to.
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of returned server lists.
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passing the hostname and the IP into a string.
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to the config file.
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quite pointless.
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messages when binding
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address binding fails
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masterserver
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to multiple sockets.
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multiple sockets.
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unlimited.
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passing it around is easier.
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keys' from the masterserver so servers can register with multiple IPs as the same server.
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duplicates in the game list
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not provide a nice 'interface', so we have to do it the ugly way.
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client_address.
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some support for IPv6 netmask matching.
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default value and not all OSes actually support IPv4 over IPv6 so making it the same on all OSes eases debugging and such
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server) ;)
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the specifications.
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freeaddrinfo() either
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only the ip. This way you can clearly see there aren't any duplicates.
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dependant.
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dependant.
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