Commit Graph

26 Commits

Author SHA1 Message Date
Rubidium d9a04ba446 Codechange: make the MD5 hash/digest/checksum variables a std::array 2023-05-19 11:24:44 +02:00
Tyler Trahan 6501f84b4a
Codechange: Move calendar date functions inside TimerGameCalendar (#10753) 2023-05-04 13:14:12 +00:00
Tyler Trahan 930f0a16d8 Codechange: Define Date/Year/Month/Day within TimerGameCalendar class 2023-04-26 07:14:03 -04:00
Patric Stout 7aa2b9ab0a
Codechange: move all date-related variables inside the timer (#10706) 2023-04-24 15:56:01 +00:00
Rubidium fe2bcd2a58 Codechange: migrate size related functions to Map structure 2023-01-21 17:11:40 +01:00
Rubidium 6dfd2cad69 Fix: comparison result is always the same warnings 2023-01-15 00:24:20 +01:00
Patric Stout 4c1ea4020d
Change: remove the ability to control "max spectators" (#9466)
Soon we will make "join game" join the game as spectator first,
so limiting the amount of spectators makes no sense anymore in
that context. Not sure it ever did make sense.
2021-08-10 20:03:13 +02:00
Rubidium ba29edb0b3 Cleanup: remove some references to the old master-server 2021-07-21 22:28:51 +02:00
Rubidium 386ef4dac3 Feature: [Game Coordinator] Send NewGRF names to the client 2021-07-18 19:36:38 +02:00
rubidium42 3eaa470632 Feature: [Network] Optionally send NewGRF names with NewGRFs in GameInfo
Before 8a2da49 the NewGRF names were synchronized using UDP packets, however
those have been removed. With this a new version of the GameInfo packet is
introduced that allows to specify the type of serialisation happens for
NewGRFs. Either only the GRF ID and checksum, or those two plus the name of
the NewGRF.
On this request for local servers will send the NewGRFs names.
The Game Coordinator will get the names on the first registration, and after
that only the GRF ID and checksum.
2021-07-18 19:36:38 +02:00
rubidium42 09a7825d1e Remove: the concept of UnknownGRFs
These were filled with "<Unknown>" (before 8a2da49) and later their name would get filled via UDP requests to the server. These UDP packets do not exist anymore, so they will always remain "<Unknown>".
Remove that logic and just use the generic translated error GRF UNKNOWN string instead.
2021-07-18 11:42:25 +02:00
Patric Stout c921f6d817
Add: inform clients what game-script a server is running (#9441)
Co-authored-by: The Dude <thedude@novapolis.net>
2021-07-14 21:23:44 +02:00
Patric Stout e4d216e44b Feature: join servers based on their invite code
This removes the need to know a server IP to join it. Invite codes
are small (~7 characters) indentifiers for servers, which can be
exchanged with other players to join the servers.
2021-07-11 20:38:42 +02:00
Patric Stout 852e056d6f
Fix 9e32c618: network revision was always empty (#9419)
Shadowing the variable you intend to write in tends to do that ;)
2021-07-08 12:29:16 +02:00
rubidium42 a8b3afb236 Codechange: [Network] Use string_view for network compatability check 2021-06-15 06:13:00 +02:00
rubidium42 9e32c618f9 Fix: [Network] Determining GetNetworkRevisionString could overflow and underflow its buffer
Tagged releases are not affected
2021-06-14 23:05:18 +02:00
rubidium42 55a11710a6 Codechange: convert printf DEBUG statements to fmt Debug statements 2021-06-13 12:45:45 +02:00
rubidium42 c73d64adf9 Codechange: move passwords in settings to std::string 2021-05-13 23:13:17 +02:00
Patric Stout b136e65cf9
Change: reworked the debug levels for network facility (#9251)
It now follows very simple rules:
0 - Fatal, user should know about this
1 - Error, but we are recovering
2 - Warning, wrong but okay if you don't know
3 - Info, information you might care about
4 -
5 - Debug #1 - High level debug messages
6 - Debug #2 - Low level debug messages
7 - Trace information
2021-05-12 16:34:02 +02:00
rubidium42 f1dfa661a1 Codechange: [Network] Use std::string for NetworkGameInfo 2021-05-06 21:45:36 +02:00
Rubidium ead30dc725 Cleanup: [Network] Remove variable from NetworkGameInfo that is only used during deserialisation 2021-05-05 21:01:23 +02:00
rubidium42 e7581fd42d Change: [Network] Update server's NetworkServerGameInfo only when needed
Split the updating in a "static" version that only needs to be called when a new map is loaded or some settings are changed, and a "dynamic" version that updates everything that changes regularly such as the current game date or the number of spectators.
2021-05-05 21:01:23 +02:00
rubidium42 72bd62fd70 Codechange: [Network] Use a single NetworkServerGameInfo object at server side and serialize that for the clients 2021-05-05 21:01:23 +02:00
Patric Stout b57d845e55 Codechange: refactor CheckGameCompatibility() from existing function
Later commits use this function in other places too.
2021-04-27 20:18:53 +02:00
Patric Stout 84c75a7b9a Codechange: be explicit in pointer comparisons 2021-04-27 20:18:53 +02:00
Patric Stout cb2ef1ea4b Codechange: move all NetworkGameInfo related functions to a single file
It currently was a bit scattered over the place. Part of
NetworkGameInfo is also the GRF Identifiers that goes with it.
2021-04-27 20:18:53 +02:00