Age | Commit message (Collapse) | Author |
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infinite loop
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define as well.
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enter 20 characters of the password
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network-lobby with the rest of the game (frosch)
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sync during GUI operation.
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was loaded the client might crash due to the AIs not being loaded while the game loop is executed
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consisted of unrelated values use static const (u)int
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static const variables
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that way
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zlib 1.2.3. This also fixes zlib 1.2.4 compatibility, zlib 1.2.5 is bugfree
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with company ID > 0 would be shown as if they were a spectator
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to spectators
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while joining, e.g. when entering a company's password. This caused the client to be in the wrong company (according to the rest of the clients) and the client being kicked on the first command
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network game
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a client starts joining, i.e. save the game state. This can happen in two ways: with frame_freq > 1 a command received in a previous frame might not be executed yet or when a command is received in the same frame as the join but before the savegame is made. In both cases the joining client would not get all commands to get in-sync with the server (and the other clients).
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cause a crash as some command data was not properly initialised
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multiple times when paused with _date_fract = 0
-Change [desync debug]: check the sync state from the command stream and make sure no unknown input is encountered
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to spectators before he finishes joining
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failed to enter correct password
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password was cleared meanwhile
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of everything up to the first space; make it log the sync state too
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updated after download due to duplicate slashes in the path.
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compiled without DEBUG_DUMP_COMMANDS
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unify the formatting
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DEFINE_UNAVAILABLE_CONTENT_RECEIVE_COMMAND and DEFINE_UNAVAILABLE_UDP_RECEIVE_COMMAND
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and DECLARE_ENUM_AS_BIT_SET
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SE to a callback.
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>= 32.
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use ip:port#company parameter format, in line with command line help.
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construction. GRFIdentifier is sufficient though.
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sure all members are properly initialized
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subclassing it
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