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OpenTTD-patches/src/network
rubidium 0cfec82674 (svn r19695) -Fix: leaking a file descriptor 15 years ago
..
core (svn r19693) -Codechange: split STATUS_INACTIVE to two states 15 years ago
network.cpp (svn r19619) -Fix (r19618): [desync debug] inserting the "join" pause could cause a crash as some command data was not properly initialised 15 years ago
network.h
network_base.h
network_chat_gui.cpp (svn r19629) -Fix [FS#3757]: chat message caused glitch when rejoining a network game 15 years ago
network_client.cpp (svn r19680) -Fix [FS#3775] (r19648): when joining a MP game all clients with company ID > 0 would be shown as if they were a spectator 15 years ago
network_client.h (svn r19607) -Codechange: use different packet types instead of packet subtypes 15 years ago
network_command.cpp (svn r19620) -Fix: desync when a command is received and in the queue while a client starts joining, i.e. save the game state. This can happen in two ways: with frame_freq > 1 a command received in a previous frame might not be executed yet or when a command is received in the same frame as the join but before the savegame is made. In both cases the joining client would not get all commands to get in-sync with the server (and the other clients). 15 years ago
network_content.cpp (svn r19686) -Fix (r15126): truncated archives were not detected when using zlib 1.2.3. This also fixes zlib 1.2.4 compatibility, zlib 1.2.5 is bugfree 15 years ago
network_content.h
network_content_gui.cpp (svn r19262) -Feature: finalise BaNaNaS support for music sets 15 years ago
network_func.h (svn r19651) -Fix [FS#3745]: when a company is sold, move connected clients to spectators 15 years ago
network_gamelist.cpp (svn r19255) -Codechange: encapsulate GRFIdentifier in GRFConfig instead of subclassing it 15 years ago
network_gamelist.h
network_gui.cpp (svn r19607) -Codechange: use different packet types instead of packet subtypes 15 years ago
network_gui.h
network_internal.h (svn r19620) -Fix: desync when a command is received and in the queue while a client starts joining, i.e. save the game state. This can happen in two ways: with frame_freq > 1 a command received in a previous frame might not be executed yet or when a command is received in the same frame as the join but before the savegame is made. In both cases the joining client would not get all commands to get in-sync with the server (and the other clients). 15 years ago
network_server.cpp (svn r19695) -Fix: leaking a file descriptor 15 years ago
network_server.h
network_type.h
network_udp.cpp (svn r19295) -Codechange: introduce wrapper functions for GRFConfig::name/info 15 years ago
network_udp.h