Commit Graph

46 Commits

Author SHA1 Message Date
Mark Vejvoda
1858240879 - inspired by brazil boy. added a temp block feature for server player to temp block players from the current game in the lobby 2011-04-13 04:04:08 +00:00
Mark Vejvoda
4a27e75891 - initial work to support multi-language text messages 2011-04-05 18:39:47 +00:00
Mark Vejvoda
9eb1f60048 - added option to disable file transfers for tileset and/or techtrees for published (internet) games 2011-03-11 12:14:24 +00:00
Mark Vejvoda
469cf14b92 - FINALLY fixed freeze with tomreyn's fuzzer and helped further stabilize mutexes and network messages in threads. 2011-01-13 08:17:18 +00:00
Mark Vejvoda
8c4cdd037c - updated for compiling on BSD
- also bugfix for socket broadcast segfault (partial fix)
2011-01-13 01:46:32 +00:00
Mark Vejvoda
26a382bd64 - added queued broadcast message ability and tried to fix tomreyn's fuzzer program issue 2011-01-12 00:16:50 +00:00
Mark Vejvoda
ccbd707ae1 - numerous bugfixes including fixing a slowdown introduced in a previous recent checkin.
- Added Network Text Message queue as this is required in some tricky cases
- added more logging of memory cleanup events
- added memory safe snprintf calls
2011-01-11 22:09:46 +00:00
Mark Vejvoda
e319c2cf62 - attempt to fix game freeze when lag causes game pauses 2011-01-11 08:45:58 +00:00
Mark Vejvoda
52fd9bfb6f - added another check to socket mutex processing to try avoid potential deadlocks 2011-01-10 15:50:16 +00:00
Mark Vejvoda
b30fe62528 - to appease the security freaks, ONLY clients that are ALREADY connected in the lobby are able to connect to the built in FTP server now 2011-01-07 06:21:23 +00:00
Mark Vejvoda
2b1732e27e - overhaul of thread processing, especially in the menus, things now freeze much less and should be more reliable 2011-01-02 06:46:48 +00:00
Mark Vejvoda
3f0ee7a6cb - some initial changes to try to get ftp working over the Internet with firewalls etc 2010-12-30 15:56:02 +00:00
Mark Vejvoda
6e88e4be4c - got my plumbers suit on and added the plumbing for FTP file xfers 2010-12-29 01:10:53 +00:00
Mark Vejvoda
b006e72b53 - mutex cleanup in network classes to try to avoid game freeze( hangs) 2010-12-25 22:38:00 +00:00
Mark Vejvoda
6a99e2db8e - another attempt to guard socket thread access so avoid menu hang problems 2010-12-18 19:52:47 +00:00
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)
- 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:
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:
- 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
- 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:
- 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:
- 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 !)
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
* 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:
- 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