dominik
88a8fa0104
(svn r1162) The server list can now be automatically filled from the config file. Add a section [servers] with the addresses each in a new line. Those will be checked upon OpenTTD startup.
2004-12-18 18:58:03 +00:00
truelight
3c45c05eb2
(svn r1126) -Fix: [Network] Pressing Disconnect on the GUI puts you back to the
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main-menu (so you no longer stay ingame (if you were))
2004-12-16 11:12:59 +00:00
truelight
9954819ff2
(svn r1113) -Add: [Network] Added the GUI part for server advertising. When you go
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to Start Server, you can select by connection: 'Internet (advertise)'.
When selected, the server will announce itself to the server-list at
http://servers.openttd.org (when finished)
2004-12-15 21:54:07 +00:00
truelight
2f6a26ab2d
(svn r1108) -Fix: [Network] Fixed problem around slow clients:
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They joined, they got the map, but it took some time before the new
player was created. In this time a player could do stuff, causing a
player-id-mismatch, and the player was kicked out. Now a player get's a
nice GUI which says: registering.. When that is gone, the player is
joined and can play safely. Tnx to Moriarty for bugging me with this bug ;)
2004-12-15 21:13:52 +00:00
darkvater
c21659ae7e
(svn r1093) -Fix: Hopefully fixed windows revision issues once and for all. Removed globalness of _openttd_revision and put all such ifdefs into one place. If server has a revision only the same revisions can join; if the server has no revision everyone can join. I reckon this should be a server-side option to allow people to join or not to join.
2004-12-15 00:31:08 +00:00
truelight
b0fa342aaa
(svn r1090) -Fix: Made the _openttd_revision variable global, and with that
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hopefully killed the windows-revision problem. If WITH_REV is defined,
for both Windows as *nix system _openttd_revision is filled with normal
info, else _openttd_revision is set to 'norev000'
-Fix: Small possible server-crash
2004-12-14 20:27:00 +00:00
dominik
967425b368
(svn r1082) Feature: Chat toolbar
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- to chat with all players press Return (or Shift-T) and type in the message
- Press Return again to send the message
2004-12-14 16:53:38 +00:00
truelight
a477d3655c
(svn r1054) -Fix: [Network] Redid revision 1024, only a bit more nice this time
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(revision length is back to 10, and checking is now done correctly)
2004-12-13 16:15:21 +00:00
truelight
0f83be4d5b
(svn r1052) -Fix: [Network] You can't join a server when revision mismatches.
2004-12-13 14:57:58 +00:00
truelight
0283793655
(svn r1051) -Fix: [Network] New Company button is disabled when there is no more
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space for a new company
2004-12-13 14:49:31 +00:00
truelight
05c585d593
(svn r1042) -Fix: [Network] Hopefully enabled revision-check for windows (somehow
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windows uses WITH_REV_HACK instead of WITH_REV :s)
2004-12-13 09:01:24 +00:00
truelight
99e78ee6e5
(svn r1012) -Fix: [Network] Endless loop if a server was offline (WizKid)
2004-12-10 22:01:17 +00:00
dominik
b747cd2fcd
(svn r999) New icons for the network interface, newgrf gui and the tiny euro
2004-12-09 23:16:52 +00:00
truelight
d6a1f3e412
(svn r942) -Merged branch/network back into the trunk
2004-12-04 17:54:56 +00:00
tron
265ac67183
(svn r901) Small step in the process to clean up the DPARAM mess:
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- reduce to 2 sizes (*DParam64 for 64bit values, *DParam for the rest)
- use inline functions instead of macros
- add assert()s to check for buffer overruns
2004-12-02 22:53:07 +00:00
tron
acbd1801c7
(svn r815) Include strings.h only in the files which need it.
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This should reduce the compile time after altering english.txt by about 1/3, because "only" 62 instead of 90 .c files must be recompiled.
2004-11-25 10:47:30 +00:00
darkvater
01dd0219d3
(svn r229) -Fix: Some more const stuff fixed .(Tron)
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-Fix: ParseConnectionString() function to parse network connection string: <IP>[:<PORT>][#<PLAY_AS] .
2004-09-12 23:35:01 +00:00
darkvater
e295e46e3e
(svn r223) -Fix: Const correctness and miscellaneous fixes. Thank you Tron for your diligent fixing of warnings (and some possibly bugs) (Tron)
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-CodeLayout: Remove trailing spaces and Windows linebreaks
2004-09-12 21:49:38 +00:00
darkvater
1f1f578abb
(svn r217) -Fix: remove warning and simplify loop network_gui.c (Tron)
2004-09-12 17:37:37 +00:00
signde
9be6a4cea4
(svn r215) -Feature: direct connect now allows selecting a port and a playername [ip/host]:[port]#[player]
2004-09-12 16:03:40 +00:00
darkvater
99687cf513
(svn r214) -Feature: CMD_NET_INSTANT [just in time command handling over network] (sign_de)
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-Fix: Only server can pause in network, action disabled for clients
-Fix: Direct Connect editbox can handle up to max ~35 characters
2004-09-12 15:29:37 +00:00
darkvater
24512d3da5
(svn r212) -Fix: Network-gui fixes (sign_de)
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-Fix: any disabled button in a window doesn't receive WE_CLICK events
-Added network.h
2004-09-12 14:12:33 +00:00
signde
1fb915df69
(svn r207) -Codechange: randomizer handling
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-Fix: desync problem fixes
-Fix: server doesnt hang anymore when a client timed out
-Feature: low latency connection enhancements [*net_sync_freq, *net_ready_ahead]
2004-09-11 19:34:11 +00:00
truelight
eb49a19460
(svn r194) -Codechange: stripping trailing-spaces. Please keep this that way!
2004-09-10 19:02:27 +00:00
darkvater
56435c8775
(svn r177) -Fix: padded out Widget code to solve warnings on C99 compiler (Tron)
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-Fix: added WIDGETS_END macro for WWT_LAST which does this for all last widget-types
2004-09-07 21:48:09 +00:00
darkvater
3a241b5cce
(svn r176) -Fix: network_gui const and warnings fixes (Tron)
2004-09-07 19:34:55 +00:00
darkvater
9a6870fcfd
(svn r173) -Network: [1023231] Debug Code + ErrorBoxes + Load Game/Scenario. Added some more desync debug code and replaced some of the error() calls with some better error boxes. Hopefully find desyncs easier (sign_de)
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-GUI: Change some network GUI stuff (Darkvater)
2004-09-06 22:46:02 +00:00
dominik
0bd907e88d
(svn r106) New network core (by sign_de)
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Features:
* network core is dynamicly loaded when needed (-n isn't needed anymore)
for easy switching between single and multiplayer. But commandline
shortcuts are still enabled:
-n = autodetect network server
-n [ip] = connect to the server
* udp now uses 2 different ports
- you can run 1 server and serveral clients on one pc
- the clients udp-socket gets unloaded when the
network game starts
- the servers udp-sockets remains online to allow the
network gui to detect itself
* new gameinfo structure
this struct is available for every online/lan game
* dynamic NetworkGameList
2004-08-22 10:23:37 +00:00
darkvater
804f038594
(svn r2) -Fix [993829] UDP Fixes (lucaspiller)
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-Fix change 255/0xFF to OWNER_SPECTATOR for
spectator stuff (TrueLight)
2004-08-10 14:14:00 +00:00
truelight
efaeb275f7
(svn r1) Import of revision 975 of old (crashed) SVN
2004-08-09 17:04:08 +00:00