This simplifies retrieving the correct data for each row when data is
filtered. The background FileList is left intact so that savegame data
does not have to be rescanned when the filter is changed, and sorting
still remains the task of the background FileList.
This map is used store socket and address together, and, other than
checking that the address does not already have a socket, the data layout
does not seem particularly important.
However, as address is the key, technically it should not be modified,
and address may self-modify itself during comparisons.
english (au): 14 changes by krysclarke
english (us): 14 changes by 2TallTyler
vietnamese: 14 changes by KhoiCanDev
korean: 19 changes by telk5093
italian: 14 changes by Rivarossi
russian: 14 changes by Ln-Wolf
finnish: 14 changes by hpiirai
danish: 22 changes by bscargo
portuguese: 14 changes by azulcosta
polish: 14 changes by pAter-exe
GetScrolled*FromWidget took line height from the widget's resize_y value,
however not all widgets are resizable, resulting in a division-by-zero.
Allow passing line height explicitly in cases where a widget is not
resizable.
On first start-up, the game will ask if you want to participate
in our automated survey. You have to opt-in, and can easily opt-out
(via the Options) at any time.
When opt-in, whenever you exit a game, a JSON blob will be send
to the survey server hosted by OpenTTD. This JSON blob contains
information that gives a global picture of the game just played:
- What settings were used
- How many humans vs AIs
- How long the game has been played
- Basic information about the OS / CPU
All this information is kept very generic, so there is no
chance we send private information to our survey server.
Nothing in the JSON blob could identify you as a person; it
mostly tells about the game played. At any time you can see
what the JSON blob includes, by pressing the "Preview Survey
Results" button in-game.
Technically unlikely to happen, though uint16 * uint16 get promoted to int and
then stored as uint64; similarly uint * uint16 remains uint and gets stored as
uint64. In both cases the value can get truncated before the change to uint64.