OpenTTD-patches/src/network
2007-08-19 09:38:30 +00:00
..
core (svn r10729) -Fix: some hardware (PS(P|3)) seems to loose the non-blocking state of UDP sockets. 2007-07-29 22:21:26 +00:00
network_client.cpp (svn r10587) -Codechange: move the string/dparam related stuff from variables.h to strings.h 2007-07-16 09:16:58 +00:00
network_client.h (svn r9050) -Codechange: Foo(void) -> Foo() 2007-03-07 11:47:46 +00:00
network_data.cpp (svn r10501) -Fix [FS#1015]: error dialog was sometimes shown on all clients when a command failed instead of only the client that actually did the command. 2007-07-10 20:59:41 +00:00
network_data.h (svn r10365) -Fix: compiling without png and networking support under MSVC. 2007-06-27 22:26:27 +00:00
network_gamelist.cpp (svn r10694) -Codechange: update the server information in the game list every once in a while so the information stays fairly up-to-date when you are looking through the servers. 2007-07-26 09:53:58 +00:00
network_gamelist.h (svn r9050) -Codechange: Foo(void) -> Foo() 2007-03-07 11:47:46 +00:00
network_gui.cpp (svn r10888) -Fix (r10886): 64 bits alignment made a struct too big. 2007-08-14 12:13:12 +00:00
network_gui.h (svn r9719) -Fix: in-game private messages did not work for clients with a Client ID > 255. 2007-04-26 07:41:24 +00:00
network_server.cpp (svn r10501) -Fix [FS#1015]: error dialog was sometimes shown on all clients when a command failed instead of only the client that actually did the command. 2007-07-10 20:59:41 +00:00
network_server.h (svn r9050) -Codechange: Foo(void) -> Foo() 2007-03-07 11:47:46 +00:00
network_udp.cpp (svn r10736) -Fix: Correct all mispellings of 'successful'. 2007-07-30 13:36:09 +00:00
network_udp.h (svn r9050) -Codechange: Foo(void) -> Foo() 2007-03-07 11:47:46 +00:00
network.cpp (svn r10932) -Codechange: replace "text" with "chat" for the chat related function and variables. 2007-08-19 09:38:30 +00:00
network.h (svn r10462) -Add: a command dumper/loader that could be enabled compile-time and server side only to aid debugging some desyncs, i.e. dump the stream of commands so it could be replayed in exactly the same way later. This should primarily be used to make desyncs more easily reproducable, so it can be properly debugged. 2007-07-07 10:06:10 +00:00