MegaGlest/source/glest_game/network
2011-11-27 00:30:54 +00:00
..
client_interface.cpp - add a delay for clients at game start so server is always ahead 2011-11-27 00:30:54 +00:00
client_interface.h - more socket performance changes 2011-11-25 09:12:53 +00:00
connection_slot.cpp - attempt to fix network stuttering using a new multi-read single write mutex + semaphore class 2011-11-26 08:14:23 +00:00
connection_slot.h - faction threads now use semaphores to signal completion lowering cpu use on main thread 2011-11-26 23:11:33 +00:00
masterserver_info.h - updated Internet games to use 2 new fields, country and game status. 2011-01-25 07:41:12 +00:00
network_interface.cpp - continue trying to fix network issues 2011-11-25 22:38:25 +00:00
network_interface.h - continue trying to fix network issues 2011-11-25 22:38:25 +00:00
network_manager.cpp fixed horrible UPNP bugs related to timing, where ports would be either NOT properly opened or not closed due to thread timing and no thread protection. 2011-10-23 00:55:34 +00:00
network_manager.h - phase 2 of cppcheck verbose fixes 2011-09-01 01:11:23 +00:00
network_message.cpp - a load of bugfixes including: 2011-11-23 08:00:09 +00:00
network_message.h removed limit of network commands count (2496) and just use dynamically sized vectors (this may make game play more stable when there are lots of commands issued) 2011-10-28 01:58:15 +00:00
network_types.cpp - attempt to group command execution so units given the same command at the same time will work more smartly (closer units go first and so on) 2011-07-05 04:37:35 +00:00
network_types.h - a load of bugfixes including: 2011-11-23 08:00:09 +00:00
server_interface.cpp - more usage of multi read single write mutex locking 2011-11-26 09:00:57 +00:00
server_interface.h - more usage of multi read single write mutex locking 2011-11-26 09:00:57 +00:00