If the highscore/news window panel size, which is now scaled by GUI zoom, is larger than the screen size, a loop will be entered where the window is repeatedly resized.
This is resolved by removing the minimal size from the panel, as the window is always resized to cover the screen anyway. This means the screen size can never be too small.
Hostnames like "content.openttd.org" resolve into multiple IPv4 and IPv6.
It is possible that either of the IPs is not working, either due to
a poorly configured OS (having IPv6 but no valid route), broken network
paths, or a service that is temporary unavailable.
Instead of trying the IPs one by one, waiting for a 3s timeout between
each, be a bit more like browsers, and stack attempts on top of each
other with slight delays. This is called Happy Eyebells.
Initially, try the first IPv6 address. If within 250ms there is no
connection yet, try the first IPv4 address. 250ms later, try the
second IPv6 address, etc, till all addresses are tried.
If any connection is created, abort all the other (pending) connections
and use the one that is created. If all fail 3s after the last connect(),
trigger a timeout for all.
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.
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.
english (us): 1 change by 2TallTyler
estonian: 49 changes by siimsoni
korean: 1 change by telk5093
hungarian: 45 changes by baliball
finnish: 12 changes by hpiirai
spanish: 1 change by JohnBoyFan
In FluidSynth 2.2.0 an extra state was added to denote stopping. To transition
from this state to a stopped state the rendering needs to be running. Since
04ce1f07 locking was added that skipped the rendering when something else held
a lock, so the state would never get to stopped and join would never return.
This avoids the need to custom memory management and additional members.
This also resolves use-after-free if modifying copied layouts, so presumably nobody has ever done that.
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.