Age | Commit message (Collapse) | Author | |
---|---|---|---|
2021-04-27 | Fix: missing <limits> include in network/core/packet.h (#9123) | Milek7 | |
2021-04-27 | Change: no longer use UDP when entering the lobby of a server | Patric 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. | |||
2021-04-27 | Codechange: refactor CheckGameCompatibility() from existing function | Patric Stout | |
Later commits use this function in other places too. | |||
2021-04-27 | Add: ability to retrieve game info from server over TCP | Patric Stout | |
2021-04-27 | Codechange: be explicit in pointer comparisons | Patric Stout | |
2021-04-27 | Codechange: move all NetworkGameInfo related functions to a single file | Patric Stout | |
It currently was a bit scattered over the place. Part of NetworkGameInfo is also the GRF Identifiers that goes with it. | |||
2021-04-27 | Change: [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. | |||
2021-04-27 | Cleanup: remove #ifdefs for compiling the old content server | rubidium42 | |
2021-04-27 | Update: Translations from eints | translators | |
japanese: 26 changes by scabtert catalan: 43 changes by J0anJosep | |||
2021-04-27 | Fix: truncating strings in settings could leave invalid Utf8 characters | rubidium42 | |
2021-04-27 | Codechange: writing and string validation to its own functions | rubidium42 | |
2021-04-27 | Feature: allow non-ASCII currency separators | rubidium42 | |
2021-04-27 | Change: [Network] Safeguard from using errno/strerror for handling network ↵ | rubidium42 | |
errors They are likely not working as expected on Windows, so prevent their usage. Winsock does not set errno and strerror does not return anything useful for Winsock error numbers. | |||
2021-04-27 | Codechange: [Network] Do not leak os_abstraction.h via base_media_func.h | rubidium42 | |
2021-04-27 | Codechange: [Network] Do not leak os_abstraction.h via fios.h | rubidium42 | |
2021-04-27 | Codechange: [Network] Do not leak os_abstraction.h via network_func | rubidium42 | |
2021-04-27 | Change: [Network] Use string error messages instead of numeric error numbers ↵ | rubidium42 | |
that need to be looked up | |||
2021-04-27 | Fix: [Network] errno and strerror do not handle network errors on Windows | rubidium42 | |
2021-04-27 | Fix: [NewGRF] Errors with severity ERROR also display a pop-up window (#9119) | Chris | |
2021-04-26 | Update: Translations from eints | translators | |
english (us): 39 changes by 2TallTyler korean: 44 changes by telk5093 german: 43 changes by danidoedel russian: 7 changes by Ln-Wolf finnish: 39 changes by hpiirai | |||
2021-04-26 | Fix 8a95fee4: Missing initialiser in Packet constructor | Charles Pigott | |
2021-04-25 | Change: [Network] Remove now defunct savegame transfer packet limiter | rubidium42 | |
2021-04-25 | Change: use 32 KiB packets to send requests to the content server | Rubidium | |
2021-04-25 | Change: use 32 KiB packets to transfer the savegame | Rubidium | |
2021-04-25 | Codechange: differentiate between UDP, TCP and compatibility MTU values | Rubidium | |
2021-04-25 | Codechange: allow different limits in packet sizes | Rubidium | |
2021-04-25 | Fix #9109: Malformed STR_ROAD_TOOLBAR_TOOLTIP_CONVERT_ROAD in Japanese lang ↵ | Charles Pigott | |
(#9110) | |||
2021-04-25 | Fix: Count engine details text in lines rather than pixels. (#9107) | PeterN | |
This allows the details panel to scale correctly for different zoom levels. | |||
2021-04-25 | Update: Translations from eints | translators | |
norwegian (bokmal): 4 changes by Anolitt spanish (mexican): 3 changes by absay japanese: 60 changes by scabtert, 38 changes by Azusa257 english (us): 3 changes by 2TallTyler korean: 3 changes by telk5093 russian: 4 changes by Ln-Wolf finnish: 3 changes by hpiirai slovak: 20 changes by FuryPapaya | |||
2021-04-25 | Fix: [Network] Prevent stalling save game transfer when compression is slow | rubidium42 | |
2021-04-25 | Fix: Use width of tiny arrow string instead of scaled pixels in ↵ | PeterN | |
ship/aircraft list. (#9102) | |||
2021-04-25 | Fix: Missing 'Town names:' colon in map gen GUI | 2TallTyler | |
2021-04-25 | Fix: [OpenGL] Main loop expects to start with the video buffer unmapped. (#9100) | Michael Lutz | |
2021-04-24 | Fix #9097: Upper 16 bits of cargo base payment rate were discarded. (#9098) | PeterN | |
NewGRF spec says that base payment rate is 32 bits, but it was loaded into a 16 bit variable. This value is loaded into Money variable after inflation is applied. | |||
2021-04-24 | Change: use icons to indicate you/host in Online Players GUI | Patric Stout | |
2021-04-24 | Add: move "New Company" inside the Online Players GUI | Patric Stout | |
2021-04-24 | Change: track hover position on Online Players GUI | Patric 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. | |||
2021-04-24 | Add: ask for confirmation on admin actions in network games | Patric Stout | |
2021-04-24 | Add: admin menu for companies in multiplayer games | Patric Stout | |
You can now easily do: - a password reset (unlock) - remove an empty company (reset company) | |||
2021-04-24 | Feature: rework in-game Online Players GUI | Patric 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. | |||
2021-04-24 | Codechange: use std::vector instead of a fixed size array for Packets | Rubidium | |
2021-04-24 | Codechange: add accessor for the packet type to Packet and make the internal ↵ | Rubidium | |
state of Packet private | |||
2021-04-24 | Codechange: remove public access to the next pointer in Packet | Rubidium | |
2021-04-24 | Codechange: encapsulate reading the size of a Packet | Rubidium | |
2021-04-24 | Codechange: encapsulate the logic about how many bytes can be sent from a ↵ | Rubidium | |
buffer in to a Packet | |||
2021-04-24 | Codechange: move the logic shrinking of the packets into the Packet itself | Rubidium | |
2021-04-24 | Codechange: encapsulate writing data from Packets into sockets/files/buffers ↵ | Rubidium | |
to prevent packet state modifications outside of the Packet | |||
2021-04-24 | Codechange: encapsulate reading data from sockets into Packets to prevent ↵ | Rubidium | |
packet state modifications outside of the Packet | |||
2021-04-24 | Codechange: move logic whether there is enough space in a packet to write ↵ | Rubidium | |
data into the Packet | |||
2021-04-24 | Codechange: move more logic about packet size validity and reading into Packet | Rubidium | |