Commit Graph

1522 Commits

Author SHA1 Message Date
rubidium42
6c4a65eeb8 Codechange: [Network] Use std::string for NetworkAddress' host name 2021-05-06 20:33:26 +02:00
rubidium42
dcef3209a6 Codechange: [Network] Use new/delete instead of calloc/free for NetworkGameList 2021-05-06 20:33:26 +02:00
Patric Stout
f94fb93779
Codechange: use connection_string in favour of NetworkAddress (#9197)
We now resolve the connection_string to a NetworkAddress in a much
later state. This means there are fewer places constructing a NetworkAddress.

The main benefit of this is in later PRs that introduce different types
of NetworkAddresses. Storing this in things like NetworkGameList is
rather complex, especially as NetworkAddress has to be mutable at all
times.

Additionally, the NetworkAddress is a complex object to store simple
information: how to connect to this server.
2021-05-05 23:21:14 +02:00
Rubidium
ead30dc725 Cleanup: [Network] Remove variable from NetworkGameInfo that is only used during deserialisation 2021-05-05 21:01:23 +02:00
rubidium42
e7581fd42d Change: [Network] Update server's NetworkServerGameInfo only when needed
Split the updating in a "static" version that only needs to be called when a new map is loaded or some settings are changed, and a "dynamic" version that updates everything that changes regularly such as the current game date or the number of spectators.
2021-05-05 21:01:23 +02:00
rubidium42
72bd62fd70 Codechange: [Network] Use a single NetworkServerGameInfo object at server side and serialize that for the clients 2021-05-05 21:01:23 +02:00
rubidium42
7bcc472f73 Add: [Network] Reading std::string from a packet 2021-05-03 17:56:05 +02:00
rubidium42
ba409e8c45 Add: [Network] Writing std::string to a packet 2021-05-03 17:56:05 +02:00
rubidium42
56aa6d0edd Fix: [Network] Reading beyond the length of the server's ID when hashing password
Under normal circumstances the server's ID is 32 characters excluding '\0', however this can be changed at the server. This ID is sent to the server for company name hashing. The client reads it into a statically allocated buffer of 33 bytes, but fills only the bytes it received from the server. However, the hash assumes all 33 bytes are set, thus potentially reading uninitialized data, or a part of the server ID of a previous game in the hashing routine.
It is still reading from memory assigned to the server ID, so nothing bad happens, except that company passwords might not work correctly.
2021-05-02 11:51:28 +02:00
rubidium42
e097c83c83 Codechange: move some OS abstraction method implementations out of the header 2021-05-01 19:36:22 +02:00
rubidium42
22720332eb Codechange: encapsulate network error handling 2021-05-01 19:36:22 +02:00
rubidium42
0eb17a70af Codechange: rename NetworkError to ShowNetworkError 2021-05-01 19:36:22 +02:00
rubidium42
05394d5216 Fix #6598: Prevent invalid memory accesses when abandoning a join from 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.
2021-05-01 18:30:08 +02:00
rubidium42
83985fe26f Codechange: Move join information into a single structure 2021-05-01 18:30:08 +02:00
rubidium42
3bd416bfdb Change: [Console] Show help when passing invalid company number 2021-05-01 18:30:08 +02:00
Peter Nelson
4791ff2862 Fix: Recalculate padding and minimum sizes when GUI or Font zoom is changed. 2021-04-30 17:08:15 +01:00
Patric Stout
69118d063f
Change: use TCP for everything except for master-server and initial server 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.
2021-04-30 11:34:47 +02:00
rubidium42
a61696d6c5 Change: [Network] Encapsulate logic about the connection string to the network code (#23) 2021-04-29 20:12:11 +02:00
Patric Stout
be37a2cab8 Codechange: use NetworkAddress instead of two host/port variables where possible
This also means we no longer need last_host/last_port, but can
just use a single last_joined setting.
2021-04-29 20:12:11 +02:00
Patric Stout
99f998805b Codechange: use std::string over stack-based strings if possible 2021-04-29 20:12:11 +02:00
Patric Stout
a8afbe74bf Cleanup: remove write-only variable "hostname" in NetworkGameList 2021-04-29 20:12:11 +02:00
Loïc Guilloux
356bbbb90a
Fix: [MinGW] Set minimum OS version to Windows XP (#9135) 2021-04-29 14:26:08 +02:00
Patric Stout
96dc0d04ec
Fix b3003dd1: swap SERVER_GAME_INFO with CLIENT_GAME_INFO (#9129)
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.
2021-04-28 23:09:03 +02:00
Milek7
a341852cd5
Fix: missing <limits> include in network/core/packet.h (#9123) 2021-04-27 23:22:03 +01:00
Patric Stout
31f1db2d3a Change: no longer use UDP when entering the lobby of a server
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 20:18:53 +02:00
Patric Stout
b57d845e55 Codechange: refactor CheckGameCompatibility() from existing function
Later commits use this function in other places too.
2021-04-27 20:18:53 +02:00
Patric Stout
b3003dd163 Add: ability to retrieve game info from server over TCP 2021-04-27 20:18:53 +02:00
Patric Stout
84c75a7b9a Codechange: be explicit in pointer comparisons 2021-04-27 20:18:53 +02:00
Patric Stout
cb2ef1ea4b Codechange: move all NetworkGameInfo related functions to a single file
It currently was a bit scattered over the place. Part of
NetworkGameInfo is also the GRF Identifiers that goes with it.
2021-04-27 20:18:53 +02:00
Patric Stout
8fa53f543a
Change: [Network] lower TCP connect() timeout to 3s (#9112)
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 20:18:43 +02:00
rubidium42
015e3b412e Cleanup: remove #ifdefs for compiling the old content server 2021-04-27 19:58:03 +02:00
rubidium42
84985c1223 Codechange: [Network] Do not leak os_abstraction.h via fios.h 2021-04-27 18:17:34 +01:00
rubidium42
cbad518bf3 Codechange: [Network] Do not leak os_abstraction.h via network_func 2021-04-27 18:17:34 +01:00
rubidium42
cf8c1aa860 Change: [Network] Use string error messages instead of numeric error numbers that need to be looked up 2021-04-27 18:17:34 +01:00
rubidium42
65c5a64719 Fix: [Network] errno and strerror do not handle network errors on Windows 2021-04-27 18:17:34 +01:00
Charles Pigott
43b6f6915b Fix 8a95fee4: Missing initialiser in Packet constructor 2021-04-26 06:45:37 +02:00
rubidium42
5afb090082 Change: [Network] Remove now defunct savegame transfer packet limiter 2021-04-25 21:29:23 +02:00
Rubidium
a3c9eca722 Change: use 32 KiB packets to send requests to the content server 2021-04-25 21:27:54 +02:00
Rubidium
21f58ab437 Change: use 32 KiB packets to transfer the savegame 2021-04-25 21:27:54 +02:00
Rubidium
d6000c2ec5 Codechange: differentiate between UDP, TCP and compatibility MTU values 2021-04-25 21:27:54 +02:00
Rubidium
8b302761d4 Codechange: allow different limits in packet sizes 2021-04-25 21:27:54 +02:00
rubidium42
65818db1f4 Fix: [Network] Prevent stalling save game transfer when compression is slow 2021-04-25 19:54:21 +02:00
Patric Stout
fda1a590f6 Change: use icons to indicate you/host in Online Players GUI 2021-04-24 21:43:58 +02:00
Patric Stout
a924b2ff81 Add: move "New Company" inside the Online Players GUI 2021-04-24 21:43:58 +02:00
Patric Stout
c2e116a3d3 Change: track hover position on Online Players GUI
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 21:43:58 +02:00
Patric Stout
54f69deb0c Add: ask for confirmation on admin actions in network games 2021-04-24 21:43:58 +02:00
Patric Stout
ff708c2c65 Add: admin menu for companies in multiplayer games
You can now easily do:
- a password reset (unlock)
- remove an empty company (reset company)
2021-04-24 21:43:58 +02:00
Patric Stout
5266359424 Feature: rework in-game Online Players GUI
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 21:43:58 +02:00
Rubidium
75386873b7 Codechange: use std::vector instead of a fixed size array for Packets 2021-04-24 20:42:01 +02:00
Rubidium
450178d780 Codechange: add accessor for the packet type to Packet and make the internal state of Packet private 2021-04-24 20:42:01 +02:00
Rubidium
3abefdf561 Codechange: remove public access to the next pointer in Packet 2021-04-24 20:42:01 +02:00
Rubidium
f71fb0f54a Codechange: encapsulate reading the size of a Packet 2021-04-24 20:42:01 +02:00
Rubidium
6f161f6559 Codechange: encapsulate the logic about how many bytes can be sent from a buffer in to a Packet 2021-04-24 20:42:01 +02:00
Rubidium
38d15fc9b7 Codechange: move the logic shrinking of the packets into the Packet itself 2021-04-24 20:42:01 +02:00
Rubidium
d4f027c03b Codechange: encapsulate writing data from Packets into sockets/files/buffers to prevent packet state modifications outside of the Packet 2021-04-24 20:42:01 +02:00
Rubidium
98aa561cf7 Codechange: encapsulate reading data from sockets into Packets to prevent packet state modifications outside of the Packet 2021-04-24 20:42:01 +02:00
Rubidium
a2051bad50 Codechange: move logic whether there is enough space in a packet to write data into the Packet 2021-04-24 20:42:01 +02:00
Rubidium
c545cc9d70 Codechange: move more logic about packet size validity and reading into Packet 2021-04-24 20:42:01 +02:00
rubidium42
2999d301ad Add: [Network] Validate the client name when receiving one from the server
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.
2021-04-24 08:02:54 +02:00
rubidium42
e1cebe0ea0 Add: [Network] Validate the client name server side, so no clients with invalid names can actually join 2021-04-24 08:02:54 +02:00
rubidium42
2e0f3799a8 Change: [Network] Prevent invalid client names being sent to the server when changing it using the console/settings 2021-04-24 08:02:54 +02:00
rubidium42
bfb0ab3e2f Feature: [Network] Ensure players fill in a name instead of defaulting to "Player" 2021-04-24 08:02:54 +02:00
rubidium42
b14f412117 Codechange: [Network] Introduce function to validate the client name 2021-04-24 08:02:54 +02:00
Peter Nelson
9aa64b7885 Codechange: Use new widget features on chat message box. 2021-04-22 16:42:04 +01:00
Rubidium
bf4fe19a66 Codechange: merge duplicated logic to scroll in lists by key into a single function 2021-04-21 21:12:08 +02:00
Patric Stout
ce6a744278 Doc: server name doesn't need to be advertised to be valid
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.
2021-04-20 17:34:04 +02:00
Patric Stout
cd757d53ca Codechange: remove always-empty "address" from NetworkContentSocketHandler
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.
2021-04-20 17:34:04 +02:00
Patric Stout
31897eaa7d Codechange: split ParseConnectionString into two functions
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.
2021-04-20 17:34:04 +02:00
Patric Stout
05612d60ae Remove: "language" field from server/client
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.
2021-04-20 17:24:38 +02:00
Patric Stout
f4bd3fff5e Remove: "map_name" from server announcements / listing
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.
2021-04-20 17:24:38 +02:00
Peter Nelson
3248a6c12b Fix #9042: Make multiplayer server list height auto-fill window.
#9042 did not fix all combinations of scaling options. This additional
change makes the server list automatically fill available height.
2021-04-17 22:23:43 +02:00
Peter Nelson
cb9f56df0c Feature: Show previous chat history when the chat message box is open 2021-04-16 20:25:46 +02:00
Peter Nelson
fbef63822c Codechange: Use std::deque for chat history instead of fixed array 2021-04-16 20:25:46 +02:00
Peter Nelson
837994034d Fix: Sizing of Multiplayer server list incorrect when GUI zoom doesn't match 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.
2021-04-16 20:24:08 +02:00
Rubidium
d2fe8c2842 Change: warn the user about the resolving of an address being extra very slow 2021-04-12 21:10:21 +02:00
Rubidium
7597740bff Fix: split the UDP blocking of sockets to only the socket involved, and when another thread is busy do not attempt to process the packets of that socket 2021-04-12 21:10:21 +02:00
Rubidium
ca6b9ad8b0 Change: move some things only relevant to UDP from network.cpp to network_udp.cpp 2021-04-12 21:10:21 +02:00
Niels Martin Hansen
e0561dbded Fix #8713: Change OTTD2FS and FS2OTTD to return string objects instead of static buffers 2021-04-07 09:31:47 +02:00
Jonathan G Rennison
825867f2c5
Fix: [Network] State conditions for sending client info/quit packets (#8959)
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.
2021-04-06 19:31:52 +01:00
Patric Stout
970fedd78c Add: make modal windows update more smooth
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.
2021-03-10 13:41:18 +01:00
Patric Stout
0243ae4654
Fix #8799: NGameAllowedSorter() is not imposing strict weak ordering 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
2021-03-03 12:12:29 +00:00
dP
73fd634209 Fix #6266: Ugly lists in network lobby windows on double/quad interface sizes with custom fonts 2021-02-28 17:43:30 +00:00
Patric Stout
13889b6554 Fix: [Network] don't show "server doesn't respond" while in queue
Send all clients in the queue every game-day a packet that they
are still in the queue.
2021-02-28 12:27:04 +01:00
Patric Stout
8d199b1bbc Fix: [Network] send map to next client if current client disconnects
Also terminate creating of the savegame, as the client is gone,
there really is no need for that anymore.
2021-02-28 12:27:04 +01:00
Patric Stout
3677418225 Fix: [Network] also count the person downloading the map in the queue
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.
2021-02-28 12:27:04 +01:00
Pavel Stupnikov
4fd2eecb8b
Change: Improve console warnings on invalid network commands (#8753) 2021-02-27 20:26:51 +01:00
Patric Stout
53c28a8ec9 Codechange: [Network] replace _realtime_tick with std::chrono 2021-02-27 00:36:14 +01:00
Patric Stout
d068d61f3c
Fix bddfcaef: don't tell twice that a client left because of a timeout etc (#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.
2021-02-27 00:32:51 +01:00
frosch
d9b4413bc9
Codechange: rename sound ids to make more sense. (#8701) 2021-02-20 19:01:04 +01:00
Patric Stout
ac2b5e57cf
Fix: mention our websites with https:// (instead of http://) (#8657)
It is 2021. Nobody should advertise http anymore. Not even us.
2021-02-08 19:07:34 +01:00
SamuXarick
a4035af337
Codechange: Apply coding style (#8640)
* Fix: Missing or needed spaces

* Codechange: Remove space

* Codechange: Remove space

* Codechange: More missing spaces

* Codechange: Missing spaces

* Codechange: Remove space

* Codechange: Remove space
2021-02-05 11:00:36 +01:00
Patric Stout
7fbf705c41
Fix 2db88953: default Network Server List sorter put compatible servers in wrong order (#8626)
If a server is compatible, it falls back to sorting by clients.
This used to be in reverse, so full servers are on top. With
the codechange commit, this was removed by accident, and as
such empty servers were on top. This is silly.
2021-01-31 10:36:07 +01:00
glx22
6b8ad5a9b1 Change: Apply some consistency to singleplayer related comments 2021-01-22 22:19:55 +01:00
frosch
31d1968004
Fix: Start the inactivity-timeout for the content server only after the connection has been established. (#8530)
When connecting took long due to the first N resolve-addresses timing out, OpenTTD would immediately close the connection, without sending anything.
2021-01-08 20:20:54 +01:00
Charles Pigott
9b800a96ed
Codechange: Remove min/max functions in favour of STL variants (#8502) 2021-01-08 11:16:18 +01:00
Patric Stout
62cdadb582 Change: move "give money" from client-list to company window
This is a much better location for this button, as you send
money from one company to another company, not from player
to player.

This is based on work done by JGRPP in:
f820543391
and surrounding commits, which took the work from estys:
https://www.tt-forums.net/viewtopic.php?p=1183311#p1183311

We did modify it to fix several bugs and clean up the code while
here anyway.

The callback was removed, as it meant a modified client could
prevent anyone from seeing money was transfered. The message
is now generated in the command itself, making that impossible.
2021-01-05 21:56:24 +01:00
Patric Stout
c288eba813
Fix: prevent clients making emergency saves twice if server disconnects (#8477)
This was clearly overlooked during the initial implementation.
2021-01-02 20:34:55 +01:00
Charles Pigott
e0161cf8da Fix b408fe7: Don't try to construct a std::string from nullptr 2020-12-27 18:30:53 +00:00
Michael Lutz
5cbb2da794 Codechange: Even more std::string usage in file IO. 2020-12-27 13:19:25 +01:00
Michael Lutz
65f65ad2ad Codechange: Convert some more FIO functions to take std::string. 2020-12-27 13:19:25 +01:00
Michael Lutz
f3326d34e7 Codechange: Use std::string in FIO search path handling. 2020-12-27 13:19:25 +01:00
Charles Pigott
860c270c73 Codechange: Replace assert_compile macro with static_assert 2020-12-27 10:55:42 +00:00
frosch
ba49fa3b82 Codechange: Rename strings to match their usage. 2020-12-25 00:40:35 +01:00
frosch
2bb691f50e Change: Remove the LAN/Internet combobox from the server list in favour of adding two separate search buttons. 2020-12-25 00:40:35 +01:00
Jonathan G Rennison
0c5dc5d41e Change: [Linkgraph] Pause the game when linkgraph jobs lag (#6470)
Check if the job is still running two date fract ticks before it is due
to join, and if so pause the game until its done.
When loading a game, check if the game would block immediately due to
a job which is scheduled to be joined within two date fract ticks,
and if so pause the game until its done.
This avoids the main thread being blocked on a thread join, which appears
to the user as if the game is unresponsive, as the UI does not repaint
and cannot be interacted with.
Show if pause is due to link graph job in status bar, update network
messages.
This does not apply for network clients.
2020-12-22 15:17:57 +01:00
Pavel Stupnikov
d989fb516b
Change: send network error to the server before making an emergency save (#8387) 2020-12-16 21:23:12 +01:00
Byoungchan Lee
0471de2d92
Fix: Remove unnessary reference to suppress warning (#8337)
Apple Clang version 12 (bundled with Xcode 12) complaints about copying
small objects in range loop (-Wrange-loop-analysis introduced by -Wall).
This warning can be easily avoided by removing the reference from
the const pointer type.
2020-12-15 22:39:51 +01:00
Patric Stout
8fbf5bef60 Fix: workarounds for two emscripten bugs in the network stack 2020-12-15 15:46:39 +01:00
Patric Stout
d15dc9f40f Add: support for emscripten (play-OpenTTD-in-the-browser)
Emscripten compiles to WASM, which can be loaded via
HTML / JavaScript. This allows you to play OpenTTD inside a
browser.

Co-authored-by: milek7 <me@milek7.pl>
2020-12-15 15:46:39 +01:00
Jonathan G Rennison
053d4f3bff Fix: Thread unsafe use of SendPacket for PACKET_SERVER_MAP_SIZE
NetworkTCPSocketHandler::SendPacket is not thread safe and may not
be used concurrently from multiple threads without suitable locking
2020-07-09 16:08:01 +01:00
duck
1bc7047af7
Doc: Acknowledge integer type mismatch in certain admin packets using AdminUpdateType (#8238) 2020-06-27 18:21:17 +02:00
Charles Pigott
224acb78b0 Fix: Compiler warnings about memsetting non-trivial classes 2020-06-27 14:51:14 +01:00
Jonathan G Rennison
1ac0d4a5b2 Fix: Thread unsafe use of NetworkAddress::GetAddressAsString
Remove static buffer form of NetworkAddress::GetAddressAsString.
This is used in multiple threads concurrently, and is not thread-safe.

Replace it with a form returning std::string.
2020-06-21 11:47:56 +01:00
Jonathan G Rennison
b0f192abc4 Fix: Racy use of flags in TCPConnecter::CheckCallbacks
conected and aborted flags are used concurrently from multiple threads.
2020-06-18 19:57:34 +02:00
Patric Stout
56d54cf60e Add: introduce CMake for project management
CMake works on all our supported platforms, like MSVC, Mingw, GCC,
Clang, and many more. It allows for a single way of doing things,
so no longer we need shell scripts and vbs scripts to work on all
our supported platforms.

Additionally, CMake allows to generate project files for like MSVC,
KDevelop, etc.

This heavily reduces the lines of code we need to support multiple
platforms from a project perspective.

Addtiionally, this heavily improves our detection of libraries, etc.
2020-06-05 19:36:05 +02:00
Yexo
a9b3312d1a Fix #8024: make online content gui more responsive while loading
Previously the internal content list was invalidated and sorted for
every new item added. Now the sorting is delayed until the GUI is
drawn, which means we only sort once per GUI tick.

Since the amount of incoming items per GUI tick is not controlled by
the GUI but rather by network speed, we were previously doing a lot
of duplicate work per tick, causing the mouse cursor to lag while
the list was initialized.
2020-06-01 10:59:11 +02:00
Michael Lutz
43cd892e0c Codechange: Replace custom linked list for GRF texts with STL vectors and strings. 2020-05-21 20:02:34 +02:00
glx22
82573a5e73
Fix #8117: Memory leak in admin port (#8122) 2020-05-07 02:00:53 +02:00
frosch
7fe291667f Fix #8060, 5880f14: Restore admin network API compatibility. 2020-04-05 18:36:21 +01:00
Quipyowert2
d1b7eb2de1 Codechange: Limit field width to avoid sscanf crash 2020-02-23 19:04:34 +00:00
glx
2b1a7ceb4e Fix #7976: Don't kick the client doing the rcon 2020-02-08 09:03:14 +01:00
Bjarni Thor
5880f1479f Feature #7756: Allow server to supply a reason to kicked/banned clients
This commit adds the missing feature of allowing the server owner to
    provide a reason for kicking/banning a client, which the client sees in
    a pop-up window after being kicked. The implementation extends the
    network protocol by adding a new network action called
    NETWORK_ACTION_KICKED that is capable of having an error string, unlike
    the other network error packages.  Additionally, the kick function
    broadcasts a message to all clients about the kicked client and the
    reason for the kick.
2020-02-04 22:17:39 +00:00
Berbe
2fc2058b3b Feature: Auto-restart loads the original resources again
If the game was started loading a savegame or scenario, auto-restart will load a new random map.
This is inconsistent with the case in which a heightmap was loaded, as in that case the heightmap is kept as a basis for a new game.
This proposal solves this heterogeneity be considering the originally loaded resource shall be kept, hence savegames & scenarios shall be reloaded
2020-01-12 23:47:19 +01:00
Jonathan G Rennison
150dfba95b Codechange: Remove std::function from Pool iteration wrapper
Add a separate template wrapper for filtered iteration
2020-01-07 09:00:45 +00:00
glx
e3c75a30ba Fix: unused variable warnings 2019-12-21 20:13:03 +01:00
glx
ee7a8eebca Codechange: Replace FOR_ALL_TOWNS with range-based for loops 2019-12-21 20:13:03 +01:00
glx
d8a1be48cd Codechange: Replace vehicle related FOR_ALL with range-based for loops 2019-12-21 20:13:03 +01:00
glx
41232f18c1 Codechange: Replace network related FOR_ALL with range-based for loops 2019-12-21 20:13:03 +01:00
glx
ddabfed1cd Codechange: Replace station related FOR_ALL with range-based for loops 2019-12-21 20:13:03 +01:00
glx
3a14cea068 Codechange: Replace FOR_ALL_COMPANIES with range-based for loops 2019-12-21 20:13:03 +01:00
S. D. Cloudt
13cc8a0cee Cleanup: Removed SVN headers 2019-11-10 17:59:20 +00:00
Joe Stringer
b4f1056097 Fix: [Cygwin] Fix missing AI_ADDRCONFIG declaration
Fixes the following complaints:

src/network/core/address.cpp: In member function 'const sockaddr_storage* NetworkAddress::GetAddress()':
src/network/core/address.cpp:134:55: error: 'AI_ADDRCONFIG' was not declared in this scope
   this->Resolve(this->address.ss_family, SOCK_STREAM, AI_ADDRCONFIG, nullptr, ResolveLoopProc);

Signed-off-by: Joe Stringer <joe@wand.net.nz>
2019-10-07 21:36:00 +02:00
Charles Pigott
fe9731d32c Fix: clang and MSVC warnings (glx) 2019-09-30 14:00:06 +01:00
Charles Pigott
71a3e83468 Fix: GCC9's warnings about deprecated implicit assignment operators 2019-09-30 14:00:06 +01:00
JMcKiern
04f659e768 Fix: Some typos found using codespell 2019-09-29 21:27:32 +01:00
glx
212140b88b Codechange: replace grow() usage in ClientNetworkContentSocketHandler::OnReceiveData() 2019-05-04 19:50:53 +01:00
Charles Pigott
5b34c8019f Codechange: Remove Company/OwnerByte types 2019-04-29 17:40:22 +01:00
PeterN
0ab6244f6b
Fix #7165: Missed another 'Append() --> push_back()' replacement (#7548) 2019-04-27 20:47:32 +01:00
Niels Martin Hansen
d5841109f0 Fix dcb2571: Missing override keywords 2019-04-25 17:45:00 +02:00
Niels Martin Hansen
a64bd6e22c Fix: Also breaking for warning text in set company password 2019-04-24 17:40:11 +02:00
Niels Martin Hansen
dcb2571888 Add: Warn players that company passwords are not truly secure 2019-04-24 17:40:11 +02:00
glx
8899272614 Codechange: use std::vector for _language_dropdown 2019-04-18 21:49:34 +02:00
glx
2db88953e7 Codechange: use std::sort() in GUIList 2019-04-13 12:49:18 +01:00
Henry Wilson
7c8e7c6b6e Codechange: Use null pointer literal instead of the NULL macro 2019-04-10 23:22:20 +02:00
Jonathan G Rennison
01f957c51f Fix: Crash due to use of invalid iterator in ClientNetworkContentSocketHandler
In particular this crash can be observed when using the
bootstrap GUI to download the base graphics.

In ClientNetworkContentSocketHandler::OnReceiveContentInfo
ClientNetworkContentSocketHandler::callbacks is iterated, using an iterator
cb->OnReceiveContentInfo() is called (cb is of type BootstrapAskForDownloadWindow)
This calls new BootstrapContentDownloadStatusWindow()
This inherits from BaseNetworkContentDownloadStatusWindow
The constructor of which calls _network_content_client.AddCallback(this)
This reallocates the std::vector which is being iterated in ClientNetworkContentSocketHandler::OnReceiveContentInfo
This results in iter being invalid, and an assertion failure occurs shortly
afterwards due to its use in the next iteration of cb->OnReceiveContentInfo()

Adjust all locations where ClientNetworkContentSocketHandler::callbacks
is iterated to avoid problematic behaviour
2019-04-09 22:56:23 +02:00
Michael Lutz
8b1880187a Remove: AutoFreeSmallVector.
The last use was for storing a list of memory blocks. As the way these lists are accessed is very
specific, it is easier to just write an explicit destructor instead of trying to exactly match the behaviour.
2019-04-09 22:45:15 +02:00
Michael Lutz
e804173595 Codechange: If something is a vector of strings, use a vector of strings instead of an AutoFreeSmallVector. 2019-04-09 22:45:15 +02:00
Michael Lutz
ae748166d0 Codechange: Use platform independent C++11 function for sleeping on a thread. 2019-04-06 11:27:39 +02:00
Michael Lutz
94c5269fa7 Codechange: Use atomic variables for thread synchronization where useful. 2019-04-06 11:27:39 +02:00
Michael Lutz
05bc2ed7cb Codechange: Replace custom thread code with C++11 thread objects.
We assume a conforming C++11 compiler environment that has a valid <thread>-header.
Failure to run a real thread is handled gracefully.
2019-04-06 11:27:39 +02:00
Michael Lutz
05f4e73608 Codechange: Replace custom mutex code with C++11 mutex'es.
A conforming compiler with a valid <mutex>-header is expected.
Most parts of the code assume that locking a mutex will never fail unexpectedly,
which is generally true on all common platforms that don't just pretend to
be C++11. The use of condition variables in driver code is checked.
2019-04-06 11:27:39 +02:00
glx22
a1e492d0d8
Fix #7439: don't overwrite CompanyRemoveReason with ClientID (#7465) 2019-04-05 15:11:52 +02:00
PeterN
9244dad3f1
Fix #7434: Incorrect use of vector iterator. (#7437) 2019-03-29 17:42:32 +00:00
glx22
66dd7c3879
Fix: MSVC warnings (#7423) 2019-03-28 00:09:33 +01:00
stormcone
b913c92aa7 Fix #7165: Missed 'Append() --> push_back()' replacement 2019-03-26 22:20:56 +00:00
Henry Wilson
cc62f4163f Cleanup: Remove unused size template parameters from SmallMap and Auto[Free|Delete]SmallVector 2019-03-26 20:15:57 +00:00
Henry Wilson
c01a2e2a81 Codechange: Removed SmallVector completely 2019-03-26 20:15:57 +00:00
Henry Wilson
ab711e6942 Codechange: Replaced SmallVector::[Begin|End]() with std alternatives 2019-03-26 20:15:57 +00:00
Henry Wilson
297fd3dda3 Codechange: Replaced SmallVector::Include() with include() 2019-03-26 20:15:57 +00:00
Henry Wilson
2bc2de9034 Codechange: Replaced SmallVector::Find() with std::find() 2019-03-26 20:15:57 +00:00
Henry Wilson
a0f36a50e6 Codechange: Replaced SmallVector::Append() with std::vector::[push|emplace]_back() 2019-03-26 20:15:57 +00:00
Henry Wilson
ca2f33c6d0 Codechange: Replaced SmallVector::Erase() with std::vector::erase() 2019-03-26 20:15:57 +00:00
Henry Wilson
097328c3d7 Codechange: Replaced SmallVector::Get() const with std alternatives 2019-03-26 20:15:57 +00:00
Henry Wilson
5795f66d2e Codechange: Replaced SmallVector::Contains() with std::find() pattern 2019-03-26 20:15:57 +00:00
Henry Wilson
8460952240 Codechange: Replaced SmallVector::Find() const with suitable alternatives
The use of std::none_of in network/core/host.cpp is driven by the non-const
comparison operator use by NetworkAddress. A future commit should address
the const_casts in that class to ensure const-correctness.
2019-03-26 20:15:57 +00:00
Henry Wilson
81315939b9 Codechange: Replaced SmallVector::Find() non-const with std::find() 2019-03-26 20:15:57 +00:00
Henry Wilson
f3938fdb83 Codechange: Replaced SmallVector::Reset() with std::vector::clear() + shrink_to_fit() 2019-03-26 20:15:57 +00:00
Henry Wilson
a690936ed7 Codechange: Replace SmallVector::Length() with std::vector::size() 2019-03-26 20:15:57 +00:00
Henry Wilson
9cba6f7193 Codechange: Replaced SmallVector::Compact() with std::vector::shrink_to_fit() 2019-03-26 20:15:57 +00:00
Henry Wilson
bfd79e59dc Codechange: Replace SmallVector::Clear() with std::vector::clear() 2019-03-26 20:15:57 +00:00
peter1138
07de9d6c3f Codechange: Use override keyword in networking classes. 2019-03-24 17:38:42 +00:00
peter1138
317f69c152 Codechange: Use override specifier in Window-derived classes. 2019-03-24 16:10:04 +01:00
Henry Wilson
af7d9020a1 Codechange: Use override specifer for overriding member declarations
This is a C++11 feature that allows the compiler to check that a virtual
member declaration overrides a base-class member with the same signature.

Also src/blitter/32bpp_anim_sse4.hpp +38 is no longer erroneously marked
as virtual despite being a template.
2019-03-24 16:10:04 +01:00
Patric Stout
e3c639a09f Remove: ENABLE_NETWORK switch
This switch has been a pain for years. Often disabling broke
compilation, as no developer compiles OpenTTD without, neither do
any of our official binaries.

Additionaly, it has grown so hugely in our codebase, that it
clearly shows that the current solution was a poor one. 350+
instances of "#ifdef ENABLE_NETWORK" were in the code, of which
only ~30 in the networking code itself. The rest were all around
the code to do the right thing, from GUI to NewGRF.

A more proper solution would be to stub all the functions, and
make sure the rest of the code can simply assume network is
available. This was also partially done, and most variables were
correct if networking was disabled. Despite that, often the #ifdefs
were still used.

With the recent removal of DOS, there is also no platform anymore
which we support where networking isn't working out-of-the-box.

All in all, it is time to remove the ENABLE_NETWORK switch. No
replacement is planned, but if you feel we really need this option,
we welcome any Pull Request which implements this in a way that
doesn't crawl through the code like this diff shows we used to.
2019-03-20 19:24:55 +01:00
SamuXarick
cdb6dbad85 Cleanup: Remove repeated network error message on connection timeout. (#7327) 2019-03-07 18:16:52 +00:00
Patric Stout
1c5ea33099 Fix: warnings when compiling for a recent version of Haiku
This might break older Haiku versions, but it is hard to tell.
2019-03-05 22:22:00 +01:00
Patric Stout
f58db44ff2 Remove: BeOS support (deprecated by Haiku)
In 10 years there is no commit to change how BeOS works, and we
have no active maintainer for it. It is unlikely it works in its
current state (but not impossible).

With the arrival of SDL2 (and removal of SDL), BeOS is no longer
support. SDL2 suggests to use Haiku instead of BeOS.
2019-03-05 22:03:00 +01:00
Patric Stout
7784d77713 Remove: MorphOS / AmigaOS support
In 10 years there is no commit to change how MorphOS works, and we
have no active maintainer for it. It is unlikely it works in its
current state (but not impossible).

With the arrival of SDL2 (and removal of SDL), MorphOS is no longer
support. There is an SDL2 port for MorphOS, but it is not maintained
by upstream SDL2, and nobody can currently test it out.

If anyone wants to re-add MorphOS, please do (revert this patch,
fix the problems, and create a Pull Request). If you need any help
doing so, let us know! It is not that we don't like MorphOS, it is
that we don't have anyone fixing the problems :(
2019-03-05 22:03:00 +01:00
Niels Martin Hansen
c61acc7fc1 Fix #7280: Save in the right location on desync and server timeout 2019-03-03 12:12:32 +01:00
glx
7c31a32c2b Fix: colour of network specific strings in company dropdown menus 2019-02-16 22:19:16 +01:00
Niels Martin Hansen
830ed6be61 Fix: Do not mangle tagged revision strings for network revision strings 2019-02-12 21:32:43 +00:00
Thomas den Hollander
412e6132b6 Fix: CompanyEconomy documentation
Company income was described as an unsigned integer, but it should be signed.
2019-02-12 19:26:21 +00:00
Niels Martin Hansen
db2c0ccae0
Fix fdc2e85: Double close of file handles
When unpacking downloaded content, the downloaded .gz file was being opened with `fopen`, the OS file handle given to zlib, and then afterwards zlib told to close the file.

But the `FILE *` object was never closed with `fclose`, meaning the stdio library would have a hanging file object, whose file handle was now invalid or referred to a different file. This caused asserts during shutdown with Microsoft's C library in debug mode.

Fix this by properly duplicating the OS handle and `fclose`ing the `FILE *` object, before giving the handle to zlib.
2019-02-06 21:09:02 +01:00
glx
8e7fe3973f Add: CompanyCtrlAction enum for CMD_COMPANY_CTRL actions 2019-02-04 21:08:36 +01:00
Niels Martin Hansen
5f8354f358 Change: Make a shortened network revision string for use in server queries 2019-02-03 18:00:16 +01:00
Niels Martin Hansen
c511b0e801 Change: Increase NETWORK_REVISION_LENGTH to 33 bytes 2019-02-03 18:00:16 +01:00
glx
b22fbfbe3d Add: allow opening of one TextfileWindow per type 2019-01-28 23:43:18 +00:00
Charles Pigott
fe8c24e081 Codechange: Remove unnecessarily defined functions under MinGW 2019-01-17 21:55:15 +00:00
PeterN
5ff0c24993 Fix #6780: Some windows didn't get updated from OnTick() (#7048) 2019-01-12 23:23:23 +00:00
glx
c540d72445 Fix: [Win32] WIN32 may not be defined, always prefer the compiler predefined macro _WIN32 2018-12-27 18:09:16 +01:00
Charles Pigott
f5b1115039 Doc: Lots and lots of doxymentation fixes 2018-10-31 12:35:54 +01:00
Niels Martin Hansen
4fb76db42f Feature #986: Automatic save when losing connection to a network game 2018-06-23 15:22:31 +02:00
J0an Josep
cfb8092397 Fix b4b98e5165: Use FALLTHROUGH attribute with correct indentation. 2018-04-30 21:52:40 +02:00
Matthijs Kooijman
fa87212a76 Fix: Some spelling errors in printed messages 2018-04-30 13:38:58 +02:00
Patric Stout
85adde7485 Remove: PSP support 2018-04-29 15:32:16 +02:00
frosch
b4b98e5165 (svn r27893) -Codechange: Use fallthrough attribute. (LordAro) 2017-08-13 18:38:42 +00:00
peter1138
ed01e81c42 (svn r27794) -Fix [FS#6526]: Chat text background overflowed due to missing padding. 2017-03-14 00:57:52 +00:00
frosch
ec9a920aab (svn r27729) -Codechange: Do not count static NewGRF when checking for the maximum number of NewGRFs in a game.
-Codechange: Remove LAST_GRF_SLOT and MAX_NEWGRFS. Now NETWORK_MAX_GRF_COUNT is the only constant to specify the maximum number of non-static NewGRF.
-Codechange: Increase the number of file slots, effectively increasing the maximum number of static NewGRF and baseset GRFs.
2017-01-14 13:12:49 +00:00
frosch
31f046bd9b (svn r27670) -Add: [FS#6471] Assign descriptive names to (GNU pthread) threads. (JGR) 2016-10-30 17:29:33 +00:00
alberth
0adfb1ac6f (svn r27653) -Fix(r27647): Rename FileOperation enum and values to SaveLoadOperation to avoid nameclash with windows compiler toolkit. 2016-09-04 16:06:50 +00:00
alberth
597380e099 (svn r27650) -Codechange: Replace SaveOrLoadMode by FileOperation and DetailedFileType. 2016-09-04 12:57:43 +00:00
alberth
88bdf482c0 (svn r27648) -Codechange: Remove remaining _saveload_mode usage. 2016-09-04 12:56:56 +00:00
frosch
8084f39bf3 (svn r27577) -Fix [FS#6386]: Dock and roadstop picker, client list and town authority window did not auto-resize according to their content when they were positioned at the bottom of the screen. (Eearslya) 2016-05-22 10:52:02 +00:00
frosch
4fc43b510d (svn r27576) -Fix (r27570): Compilation failure with all compilers but mine. 2016-05-22 10:45:46 +00:00
frosch
9aa33862a7 (svn r27571) -Codechange: Consistent naming for command callbacks which play a sound effect. 2016-05-22 10:07:48 +00:00
frosch
97e6981e39 (svn r27570) -Fix [FS#6449]: Various incorrect but uncritical size computations in the content client. 2016-05-22 10:04:41 +00:00
zuu
b22d6715cd (svn r27469) -Fix (r27468): Don't fetch all content info from content server when showing a online content window with exactly one type of content. 2015-12-10 19:58:33 +00:00
zuu
aabc46712a (svn r27468) -Fix (r27444): Game Scripts were not displayed in the content download window when opened from the AI/GS settings window. 2015-12-10 18:28:01 +00:00
zuu
c9f1d82345 (svn r27444) -Add: When viewing online content of a particular type, hide content of other types unless they have been (auto)selected for download. 2015-11-14 15:57:15 +00:00
zuu
4fcaee1fee (svn r27443) -Fix: Negoation in comment was wrong. 2015-11-14 13:06:26 +00:00
frosch
2c9117fbdd (svn r27421) -Fix [FS#6265]: Consider text and icon sizes when drawing the client list. (_dp_) 2015-10-30 16:19:33 +00:00
rubidium
ff5c05c1b4 (svn r27400) -Fix [FS#6368] (r26449): when a dedicated server was paused with no clients the tick length was increased significantly, making any assumptions about the tick length used further down in the code are not true anymore. One of such assumptions was that one should readvertise every 15 minutes worth of original ticks, but due to the lengthening this timeframe would be more like 45-60 minutes. Now we'll take the operating system's millisecond counter instead 2015-09-19 16:49:46 +00:00
frosch
fc50ff6531 (svn r27304) -Fix [FS#6321-ish]: Improve password window layout for big font sizes. 2015-06-20 12:30:10 +00:00
michi_cc
95cb7c8692 (svn r27288) -Fix: Slow network content GUI in MSVC Debug builds due to repeated string resolving. 2015-05-17 19:49:35 +00:00
frosch
e113f5e4a1 (svn r27146) -Fix: Make statusbar and chat-entry window use the same width as the toolbar. Otherwise they lack a size definition. 2015-02-13 21:13:45 +00:00
frosch
2f7de4fd99 (svn r27144) -Change: The chatbox-width setting now uses percent of screen width instead of pixels. 2015-02-12 20:00:23 +00:00
frosch
396dde1636 (svn r27092) -Fix/Add [FS#6186]: Compilation on OS/2 (smedles) 2014-12-24 17:17:18 +00:00
rubidium
d534c80e94 (svn r27020) -Cleanup: some coding style consistency improvements (mostly spaces) 2014-10-15 18:31:37 +00:00
rubidium
f28ff446e9 (svn r26975) -Fix: reading too many bits when determining the client index for desync debug message 2014-10-07 17:32:29 +00:00
peter1138
0877f892c5 (svn r26960) -Codechange: Draw sort button symbols as sprites, and pad sort buttons with non-static width. 2014-10-05 11:20:02 +00:00
peter1138
59076ee32b (svn r26923) -Codechange: Make multiplayer lobby fit to icon size. 2014-09-26 16:05:42 +00:00
peter1138
d9179d518e (svn r26921) -Codechange: Adjust content window listing to fit icon size. 2014-09-25 19:27:07 +00:00
frosch
e2f5081f40 (svn r26788) -Add: Desync replay option to skip/replay failed commands 2014-09-07 14:21:16 +00:00
frosch
937265d6d6 (svn r26786) -Fix: Also replay failed commands. 2014-09-07 13:36:18 +00:00
planetmaker
105306609f (svn r26616) -Fix (r26576) [FS#6025]: First send packages about new company, then clients joining it to admin port (Taede) 2014-05-25 19:01:30 +00:00
rubidium
e64249446d (svn r26577) -Fix [FS#6001]: [Network] Client of non-dedicated server was not correctly put into the first company for all state variables 2014-05-11 13:07:36 +00:00
rubidium
4a52300838 (svn r26576) -Fix [FS#6003]: [Network] AIs would not reset certain network state information upon creation of their company 2014-05-11 12:52:21 +00:00
rubidium
b476086c39 (svn r26538) -Codechange: remove double accounting of the drivers 2014-04-28 21:06:51 +00:00
rubidium
9ed12b0f07 (svn r26509) -Codechange: replace strdup with stredup (the latter ensures the return is not NULL) 2014-04-25 15:40:32 +00:00
rubidium
e61fe21237 (svn r26506) -Codechange: replace most of vsnprintf with vseprintf 2014-04-24 19:51:45 +00:00
rubidium
21f991e235 (svn r26489) -Codechange: properly account for the end of buffers in the file io code instead of assuming MAX_PATH is okay 2014-04-23 21:23:21 +00:00
rubidium
160ad31028 (svn r26488) -Codechange: perform the appropriate length checks when getting a client name 2014-04-23 21:19:54 +00:00
rubidium
5b82822c12 (svn r26486) -Codechange: replace a number of snprintfs with seprintf 2014-04-23 21:12:09 +00:00
frosch
ef4c2ce031 (svn r26485) -Codechange: Replace ttd_strlcpy and ttd_strlcat with strecpy and strecat. 2014-04-23 20:44:42 +00:00
rubidium
0463dbdc9e (svn r26482) -Codechange: add an include that allows us to undefine/redefine "unsafe" functions to prevent them from being used, and thus having to care about certain aspects of their return values 2014-04-23 20:13:33 +00:00
planetmaker
3e9c10f9e1 (svn r26449) -Add: Allow more sound sleep for dedicated servers when there's nothing to do and nobody paying attention 2014-04-08 20:19:41 +00:00
frosch
c6ce57e8a7 (svn r26370) -Doc: Desync debugging and command replaying. 2014-02-23 19:32:32 +00:00
rubidium
2618d960e3 (svn r26209) -Codechange: remove some template magic and simplify some code 2014-01-02 22:41:58 +00:00
frosch
62c0d42f92 (svn r26167) -Fix [FS#5834]: Certain hotkeys crashed the content GUI when the list was empty. 2013-12-20 18:29:53 +00:00
rubidium
b3e93d6520 (svn r26057) -Fix: a number of possibly uninitialised variables 2013-11-23 13:12:19 +00:00
rubidium
2e54c8fdfa (svn r26056) -Fix: a number of possibly uninitialised variables 2013-11-22 21:50:43 +00:00
rubidium
bdd62a4b3e (svn r26055) -Codechange: mark switch default as really not triggerable, as technically it's dead code 2013-11-22 21:47:03 +00:00
rubidium
ed4e14dc20 (svn r26047) -Fix: possible, but very unlikely, null pointer dereference when gunziping just downloaded files 2013-11-22 21:41:49 +00:00
rubidium
fad4fa09ba (svn r26046) -Fix: handle a number of failure conditions from methods called in the network code 2013-11-22 21:41:19 +00:00
rubidium
1a043202d1 (svn r26043) -Fix [FS#5811]: occasional hanging when client joins 2013-11-21 18:35:31 +00:00
rubidium
18a3a569fb (svn r26005) -Fix [FS#5478]: crash when transferring savegame from server to client 2013-11-15 22:22:01 +00:00
rubidium
c40f281545 (svn r25997) -Codechange: make it slightly more clear what ports are coming from where in the debug output when listening 2013-11-14 19:31:10 +00:00
planetmaker
189dd2dcce (svn r25845) -Add [FS#5756]: [Admin] Send info on bankruptcy quarters also in ADMIN_PACKET_SERVER_COMPANY_INFO (zydeco) 2013-10-12 17:03:15 +00:00
rubidium
7adc453473 (svn r25770) -Fix [Admin]: the frame of a command packet wasn't set for the packets that were sent via de admin interface 2013-09-14 11:34:09 +00:00
michi_cc
b911f4a452 (svn r25668) -Codechange: Pass proper Unicode UCS-4 characters instead of just UCS-2 to the window key press handlers. 2013-08-05 20:36:24 +00:00