By default this setting is set to 2500% normal game speed.
(cherry picked from commit c3dc27e37e)
# Conflicts:
# src/gfx.cpp
# src/gfx_func.h
# src/settings_type.h
# src/video/cocoa/cocoa_v.mm
# src/video/video_driver.cpp
# src/video/win32_v.cpp
When you are downloading a map, all the commands are queued up
for you. Clients joining/leaving is done by the network protocol,
and as such are processed immediately. This means that by the
time you are processing the commands, a client that triggered
it, might already have left.
So, all commands that do something with ClientID, shouldn't
error on an invalid ClientID when DC_EXEC is set, but
gracefully handle the command anyway, to make sure the
game-state is kept in sync with all the clients that did
execute the DoCommand while the now-gone client was still
there.
Additionally, in the small chance a client disconnects between
the server validating a DoCommand and the command being
executed, also just process the command as if the client was
still there. Otherwise, lag or latency can cause clients that
did not receive the disconnect yet to desync.
(cherry picked from commit 2d9062bfc1)
Send all clients in the queue every game-day a packet that they
are still in the queue.
(cherry picked from commit 13889b6554)
# Conflicts:
# src/network/network_server.cpp
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.
(cherry picked from commit 3677418225)
Remove caching from vehicle group object. and recalculate it whenever
required instead.
(cherry picked from commit 6b8f9b50b9)
# Conflicts:
# src/vehicle_gui.cpp
When you are downloading a map, all the commands are queued up
for you. Clients joining/leaving is done by the network protocol,
and as such are processed immediately. This means that by the
time you are processing the commands, a client that triggered
it, might already have left.
So, all commands that do something with ClientID, shouldn't
error on an invalid ClientID when DC_EXEC is set, but
gracefully handle the command anyway, to make sure the
game-state is kept in sync with all the clients that did
execute the DoCommand while the now-gone client was still
there.
Additionally, in the small chance a client disconnects between
the server validating a DoCommand and the command being
executed, also just process the command as if the client was
still there. Otherwise, lag or latency can cause clients that
did not receive the disconnect yet to desync.
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.
swedish: 60 changes by kustridaren
norwegian (bokmal): 12 changes by buzzCraft
czech: 82 changes by PatrikSamuelTauchim, 1 change by tomas-vl
italian: 86 changes by AlphaJack, 9 changes by federico1564S
german: 16 changes by ebla71
romanian: 10 changes by ALEX11BR
ukrainian: 3 changes by StepanIvasyn
spanish: 1 change by MontyMontana
Although for developers this doesn't change anything, for our
linux-generic binary it changes everything. Without this, the
OpenGL dynamic library is dragged in as dependency, and as it
depends on X11, that will be dragged in too. This is not
something we prefer to have, as that won't run on as many
machines as it could.
SDL2 doesn't depend on OpenGL directly, as it tries to load it
in on runtime. If found, it would work in exactly the same way
as if we would link to OpenGL ourselves. As such, this is
the best of both worlds: our linux-generics have less linked
dependencies, and developers won't notice any difference.
As a side-effect, if someone uses linux-generic on a machine
that does not have any OpenGL package installed, it will
gracefully fall back to the default backend of SDL instead.
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.