Mark Vejvoda
c3d41f5082
- bugfixes to master server communication logic when starting a game. Now we only send updates if the game was published, not for every network game. Also we properly delete the game from the masterserver when it has ended.
2010-10-23 22:06:49 +00:00
Mark Vejvoda
ae8571a406
- added the beginning of some new master server info (very limited)
...
- Masterserver menu will show more titles / colors.
- We keep the game showing in the Masterserver menu while it is in progress.
- Disable join button when slots are full.
- Update title with IN PROGRESS when game is being played.
- PHP Script is backwards compatible with older clients
2010-10-23 09:06:47 +00:00
Mark Vejvoda
8ab3366c66
- added player color coding in lobbies as well as chat console
2010-10-22 07:28:55 +00:00
Mark Vejvoda
ab44c83168
- added leak_dumper header all over the place (not yet functional in linux)
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- Bugfix for particle cleanup
2010-09-07 05:25:40 +00:00
Mark Vejvoda
f3278c3cf3
- bugfixes for stack overflow issue (static array size too large causing chkstk errors)
2010-08-26 19:01:44 +00:00
Mark Vejvoda
455876a3c0
- added the ability to change your playername from the game lobbies inline
2010-08-21 13:04:52 +00:00
Mark Vejvoda
a6d33fe569
- attempt to protect a little against spurious network activity
2010-08-20 20:03:06 +00:00
Mark Vejvoda
fe8d3b3130
- numerous bugfixes mostly centered around network lag, but also added more logging and protective code (like buffer overflow checks)
...
*NOTE: This version is NOT backwards compatible with other builds
2010-08-07 03:26:38 +00:00
Mark Vejvoda
a8a3275036
- added an earlier attempt to help lagging clients recover when they start to fall behind.
2010-07-29 05:51:50 +00:00
Mark Vejvoda
0d7d0e139d
- updated disconnect checking to include a timeout check for our custom ping
2010-07-09 17:12:57 +00:00
Mark Vejvoda
c5cb8dbd18
- bugfixes related to chat message processing and error processing. We now stack up messages and process them in a more safe manner
2010-07-01 00:08:59 +00:00
Mark Vejvoda
9508dad51b
- network related bugfixes:
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menu slowdown when picking network slots
clients can once again change network slots
performance fixes for network receiving
2010-06-29 06:50:35 +00:00
Mark Vejvoda
00860813b2
- bugfixes for LAG checking:
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- proper disconnect for clients passed MAX lag
- proper lag packet time initialzation for clients sending LAG update info to the server
2010-06-28 00:21:12 +00:00
Mark Vejvoda
1d4f47718c
- added many new things and fixed a number of bugs (too tried to mention them all)
2010-06-24 01:23:18 +00:00
Mark Vejvoda
2015843d69
- added optional server game pause if client lags
2010-06-17 21:46:36 +00:00
Mark Vejvoda
e091460f40
- attempt to add a client LAG checker to notify and disconnect clients that fall too far behind.
2010-06-15 05:36:07 +00:00
Mark Vejvoda
964be91fa9
added ping times to UI
2010-06-04 19:42:58 +00:00
Mark Vejvoda
0aade73335
- Did some refactoring to move connectionSlotThread into ConnectionSlot class
2010-05-27 23:46:38 +00:00
Mark Vejvoda
69d7070f54
Added some more mutex guards around multi-player server side thread that processes incoming messages
2010-05-21 16:36:08 +00:00
Mark Vejvoda
272a072ec3
added client socket accept info to debug log as well as some change detection
2010-05-17 06:41:05 +00:00
Mark Vejvoda
1ae2a9ae10
- Added partial threaded network server handling of incoming socket data to try to improve performance
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- Small changes to client network handling to be more accurate and efficient
- Added observer mode when a user loses a network game
2010-05-15 18:59:17 +00:00
Mark Vejvoda
4fc043ddb6
more bullet proofing of network activity
2010-05-13 07:13:53 +00:00
Mark Vejvoda
319b672e20
added better handling of network connections:
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- only listen for new clients on a server if an open slot exists (unconnected)
- for both server and client we wait a max of 10 seconds to receive a proper intro packet or we disconnect (could have connected to / from a non glest application using the same port)
2010-05-12 15:25:56 +00:00
Mark Vejvoda
4b1a392f00
Bugfixes for network game launching:
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- discard inprogress messages that don't apply during launch
- added better error handling of disconnects during game launch and play on both server and clients
2010-05-04 02:32:43 +00:00
Titus Tscharntke
0687a56e27
clients can choose their slots
2010-04-30 01:08:29 +00:00
Titus Tscharntke
50341e9db6
clients can choose team and faction ... client triggered slot change is prepared
2010-04-28 23:59:37 +00:00
Titus Tscharntke
06660e3a17
clients can see which setups are made on the server. ( work in progress !)
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menu gfx-components can be set editable/non editable now
+ in addition fixed several memory problems and FOW in scenarios ...)
2010-04-21 23:13:39 +00:00
James McCulloch
a9026f8c20
* added missing #include "leak_dumper.h" to new cpp files
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* fix for map names not being formatted (and replaced explicit loops to do the same to tileSet & techTree)
* fix exploration state for fog-of-war off & multiplayer (note: also turns off for AI, diff. behaviour to before)
* added fogOfWar to GameSettings and added to cutom game menu/menu_state_custom_game.cpp
2010-03-27 07:09:34 +00:00
Mark Vejvoda
43c3f2457e
Code Restructuring to make mega-glest more standard
2010-03-12 05:20:53 +00:00
Mark Vejvoda
fb5035c230
Updated with initial 3.4.4 codebase includes:
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- network fixes for multiplayer defects found
- initial code (disabled currently) for content crc checking and downloading
- code compiles on Win32 using VS2008 express, project files not yet included
2010-02-03 01:09:50 +00:00
Titus Tscharntke
0ce9b5fcac
initial version ( megaglest 3.2.3-beta3 )
2010-01-22 01:45:58 +00:00