Mark Vejvoda
e2610df502
- fixed chatting logic to now retain more info about the user that sent the text in the console manager. Colors now apply to the playername and changing playernames is ok in the lobby andf rendering accounts for this (as well as switching slots)
2010-10-23 04:00:39 +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
79318735ab
- cleanup of last compiler warnings in Linux (hurray!)
2010-10-21 18:24:54 +00:00
Mark Vejvoda
59c5fd2581
- moved version checking into one common method in the util file. Now all network related checks use this common method to determine version compatibility
2010-10-15 17:27:00 +00:00
Mark Vejvoda
86b11a7f05
- bugfix (again) for playername index bug
2010-10-08 22:32:23 +00:00
Mark Vejvoda
ae010f85ab
- bugfix for playername index offset on client
2010-10-08 17:17:22 +00:00
Mark Vejvoda
f345835fc4
- final bugfix for 3.3.7, playernames got mixed up when first slot was closed. Also fixed editing when typing playername
2010-10-08 01:41:53 +00:00
Mark Vejvoda
0d050f62d4
- added code to now output all eerors to console (with option to save in log file)
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- added more LUA debug info
2010-10-06 20:22:06 +00:00
Mark Vejvoda
0e8ed05c2e
- bugfixes for handling missing maps on client
2010-09-17 08:26:22 +00:00
Mark Vejvoda
20a02c28ed
- bigfix for windows compile
2010-08-27 23:04:59 +00:00
Mark Vejvoda
a2f013c51a
- cleaned up lobby message processing
2010-08-27 20:09:55 +00:00
Mark Vejvoda
4ebd156828
- added new commandline parameter to display the version of SDL used by the program
2010-08-26 16:03:54 +00:00
Mark Vejvoda
db173d0fdd
- bugfixes for network playername inline editing in the lobby during a slot switch
2010-08-26 05:30:17 +00:00
Mark Vejvoda
c01b43f635
- added another layer of authentication to validate the client is REALLY a mega-glest client
2010-08-23 15:40:43 +00:00
Mark Vejvoda
0509b5d643
- bugfixes for playername change in lobby screen
2010-08-23 04:33:21 +00:00
Mark Vejvoda
bf5f6b7f33
- experimental support for idenitfying specific game data which is out of synch with the server.
2010-08-22 08:00:05 +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
277362a6c7
- fixed a possible infinite loop while receiving network packets on clients for network games (found by titi's stack trace dump)
2010-08-20 18:06:03 +00:00
Mark Vejvoda
cee6b8dfc8
- attempt to help client wait for network packets better
2010-08-07 05:55:18 +00:00
Mark Vejvoda
fe8d3b3130
- numerous bugfixes mostly centered around network lag, but also added more logging and protective code (like buffer overflow checks)
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*NOTE: This version is NOT backwards compatible with other builds
2010-08-07 03:26:38 +00:00
Mark Vejvoda
7df6d2bc16
- added version string display for network lobbies
2010-08-05 05:58:14 +00:00
Mark Vejvoda
e9e1a317e4
- cleanup of some compiler warnings
2010-07-17 06:54:04 +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
3e53b69676
- added client side ping style packet for linux socket disconnect checking
2010-07-09 15:01:49 +00:00
Mark Vejvoda
ab655162cb
- added more bug fixes related to network disconnects.
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- Added a new global message box to display error messages on top of any graphics window being displayed.
2010-07-08 08:29:51 +00:00
Mark Vejvoda
ff21d26161
- mouse disappearing bugfix (go ahead alt-tab, alt-esc, do it ALL, its fixed!)
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- Added more descritive error message when data checksum is discovered. The client's playername is now disclosed in the error.
- added VS project config to disable STREFLOPs for testing later
- updated version to 3.3.5.1 alpha1
2010-07-07 22:25:29 +00:00
Mark Vejvoda
8478ab80b3
- bugfixes for malformed debug statements
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- updated version to 3.3.5.1
- added more null checks
- changes to try to fix crash when ending a game (delete cells bug)
2010-07-06 05:30:34 +00:00
Mark Vejvoda
eda2e84aee
- bugfixes for processing disconnect and game end scenarios. These fixes corrected a bunch of segfaults when client or server disconnect.
2010-07-02 19:57:47 +00:00
Mark Vejvoda
aa0db2c0f0
- network code bugfixes.
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- More checking for disconnect and proper handling of those cases
- Changed battle end screen to exit via mouse click on exit button (or press ESC)
- Removed display of unused ping output
- added more error handling debug output of the mystical unknown error caught in window.cpp to track it down better if it happens again
2010-07-02 02:50:20 +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
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
87b4706940
- Attempt to use libcurl in a thread safe manner
2010-06-23 14:49:20 +00:00
Mark Vejvoda
82f412453e
- bugfix for mutex deadlock
2010-06-18 18:47:20 +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
4fd75e5d7d
- fixed two nasty AI bugs which would cause out of synch and memory corruption problems
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- added new glest.ini setting to log commands for each client
2010-06-08 07:40:32 +00:00
Mark Vejvoda
3b06db30e9
commented out ping code and added synch check for large comamnds list
2010-06-05 00:00:36 +00:00
Mark Vejvoda
964be91fa9
added ping times to UI
2010-06-04 19:42:58 +00:00
Mark Vejvoda
b8dac6de50
- updates to random number generation
2010-06-01 00:57:48 +00:00
Mark Vejvoda
8b6af02ece
- Added better error handling for in-game errors
2010-05-29 06:56:32 +00:00
Mark Vejvoda
a03853ad13
- made some stability improvements
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- Fixed chat message processing
2010-05-28 14:59:09 +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
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
8aa14009d1
- added a more proper #define setup to completely stub out debugging to test performance
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(simply uncomment #define UNDEF_DEBUG and the debug statements become nothing)
- Added piles of experimental changes for testing different performance scenarios (all of these changes are turned off by default and will most likely eventually be removed)
2010-05-07 06:46:55 +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
Mark Vejvoda
e7cb595ae8
small change to compiler version stamp
2010-04-30 02:34:19 +00:00
Mark Vejvoda
19cd66fc2d
Changed compiler stamp in version string
2010-04-30 02:20:27 +00:00
Mark Vejvoda
e8aa5083cb
Added new binary compatibility check
2010-04-30 01:32:37 +00:00
Titus Tscharntke
0687a56e27
clients can choose their slots
2010-04-30 01:08:29 +00:00
Mark Vejvoda
4f147b2d89
Added more guards and debug info related to network play
2010-04-29 07:59:44 +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