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Peter Nelson
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r27992:df178e3b95a9
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10 months ago
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Fix: Treat closing network relay window as a choice of "No".
Issue ConnectFailure when closing the window if the relay request is considered unhandled.
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Rubidium
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r27737:728d55b97775
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15 months ago
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Codechange: automatic adding of _t to (u)int types, and WChar to char32_t
for i in `find src -type f|grep -v 3rdparty/fmt|grep -v 3rdparty/catch2|grep -v 3rdparty/opengl|grep -v stdafx.h`; do sed 's/uint16& /uint16 \&/g;s/int8\([ >*),;[]\)/int8_t\1/g;s/int16\([ >*),;[]\)/int16_t\1/g;s/int32\([ >*),;[]\)/int32_t\1/g;s/int64\([ >*),;[]\)/int64_t\1/g;s/ uint32(/ uint32_t(/g;s/_uint8_t/_uint8/;s/Uint8_t/Uint8/;s/ft_int64_t/ft_int64/g;s/uint64$/uint64_t/;s/WChar/char32_t/g;s/char32_t char32_t/char32_t WChar/' -i $i; done
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Patric Stout
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r27371:b9ad4c1bff08
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15 months ago
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Feature: opt-in survey when exiting a game
On first start-up, the game will ask if you want to participate in our automated survey. You have to opt-in, and can easily opt-out (via the Options) at any time.
When opt-in, whenever you exit a game, a JSON blob will be send to the survey server hosted by OpenTTD. This JSON blob contains information that gives a global picture of the game just played: - What settings were used - How many humans vs AIs - How long the game has been played - Basic information about the OS / CPU
All this information is kept very generic, so there is no chance we send private information to our survey server. Nothing in the JSON blob could identify you as a person; it mostly tells about the game played. At any time you can see what the JSON blob includes, by pressing the "Preview Survey Results" button in-game.
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Tyler Trahan
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r27166:64e04a3ef9b1
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16 months ago
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Patric Stout
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r25908:0d803b199db7
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3 years ago
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Fix #9492: show for what server a relay session is being created ( #9494) Currently it says "the server" which is a bit ambigious. Be more specific.
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Patric Stout
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r25886:4a328504ff89
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3 years ago
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Feature: make "join game" button join the game, instead of first showing a lobby window ( #9467) Nobody really paid attention to the lobby window, and it completely missed its purpose. Most people don't even wait for companies to show up, but just hit "New Company". This in turn means people create a lot of unneeded companies, while they "just want to watch the game" or join another company. Instead, "Join Game" now just joins the game as spectators.
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Patric Stout
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r25849:38205b3e59c6
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3 years ago
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Feature: allow the use of TURN to connect client and server together
TURN is a last resort, used only if all other methods failed. TURN is a relay approach to connect client and server together, where openttd.org (by default) is the middleman.
It is very unlikely either the client or server cannot connect to the STUN server, as they are both already connected to the Game Coordinator. But in the odd case it does fail, estabilishing the connection fails without any further possibility to recover.
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rubidium42
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r25492:95b5ff29c101
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3 years ago
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rubidium42
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r25484:c5af4712cb7f
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3 years ago
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Patric Stout
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r25293:51d13a17d6ec
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3 years ago
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Change: no longer use UDP when entering the lobby of a server
The lobby of a server requested some parts via UDP and some via TCP. This is strictly seen fine, but for future extensions it is a lot easier if just one protocol is used.
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Patric Stout
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r25289:7c44ede418ad
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3 years ago
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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.
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Patric Stout
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r24582:1447201ea3e3
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4 years ago
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S. D. Cloudt
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r23917:50c2317ea357
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5 years ago
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Patric Stout
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r23483:3733e6b8ff17
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5 years ago
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Remove: ENABLE_NETWORK switch
This switch has been a pain for years. Often disabling broke compilation, as no developer compiles OpenTTD without, neither do any of our official binaries.
Additionaly, it has grown so hugely in our codebase, that it clearly shows that the current solution was a poor one. 350+ instances of "#ifdef ENABLE_NETWORK" were in the code, of which only ~30 in the networking code itself. The rest were all around the code to do the right thing, from GUI to NewGRF.
A more proper solution would be to stub all the functions, and make sure the rest of the code can simply assume network is available. This was also partially done, and most variables were correct if networking was disabled. Despite that, often the #ifdefs were still used.
With the recent removal of DOS, there is also no platform anymore which we support where networking isn't working out-of-the-box.
All in all, it is time to remove the ENABLE_NETWORK switch. No replacement is planned, but if you feel we really need this option, we welcome any Pull Request which implements this in a way that doesn't crawl through the code like this diff shows we used to.
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rubidium
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r14248:a9050881acd7
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15 years ago
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rubidium
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r13182:d311a9b54477
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15 years ago
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rubidium
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r12768:980ae0491352
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15 years ago
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rubidium
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r10457:8667446e8fd4
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16 years ago
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rubidium
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r10207:a1fc2f2a33db
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16 years ago
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rubidium
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r9428:6800206a6c0d
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16 years ago
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glx
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r9241:4fad6d9f7a34
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16 years ago
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rubidium
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r9111:983de9c5a848
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16 years ago
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rubidium
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r7998:ab0b3551471d
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17 years ago
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rubidium
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r6531:6adce565d8c5
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17 years ago
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rubidium
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r6247:96e840dbefcc
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17 years ago
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rubidium
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r5587:034e5e185dc2
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18 years ago
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rubidium
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r5475:3f5cd13d1b63
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18 years ago
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(svn r7759) -Merge: makefile rewrite. This merge features: - A proper ./configure, so everything needs to be configured only once, not for every make. - Usage of makedepend when available. This greatly reduces the time needed for generating the dependencies. - A generator for all project files. There is a single file with sources, which is used to generate Makefiles and the project files for MSVC. - Proper support for OSX universal binaries. - Object files for non-MSVC compiles are also placed in separate directories, making is faster to switch between debug and release compiles and it does not touch the directory with the source files. - Functionality to make a bundle of all needed files for for example a nightly or distribution of a binary with all needed GRFs and language files.
Note: as this merge moves almost all files, it is recommended to make a backup of your working copy before updating your working copy.
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