Kai Philipp
13ebae6618
bugfix array def
2019-09-09 19:33:20 +02:00
Kai Philipp
ada2365a73
included array
2019-09-09 19:28:59 +02:00
Kai Philipp
e18e459434
limitrank - draft with return false always
2019-09-09 19:21:15 +02:00
Albert Medela
65e10c71b0
run astyle
2017-08-16 13:55:18 +02:00
lotodore
0ed986399f
Switching from asio deadline_timer to asio steady_timer in order to fix #55 . This requires the (boost or native) chrono lib.
2017-04-05 14:07:36 +02:00
lotodore
20eb7b94bd
Fixing several compiler warnings.
2013-09-16 23:11:16 +02:00
lotodore
8e39432754
Adding websocket server code, so that a gateway is no longer required. Still kind of untested. Requires websocketpp.
2013-09-15 22:54:45 +02:00
lotodore
e008ef9ad5
Send lobby etc. notifications also to players in state "spectator waiting".
2013-09-01 18:09:15 +02:00
lotodore
7b305b36e2
Adding feature to leave a game as spectator.
2013-08-11 13:25:26 +02:00
lotodore
7b27213daa
Waiting state for spectator mode.
2013-08-10 16:29:15 +02:00
lotodore
00543b7560
More work on spectator mode.
2013-06-16 10:43:13 +02:00
lotodore
45a5c7cef8
License change: OpenSSL exception (for Windows 8 support, because gcrypt does not work on Windows 8).
2012-12-25 15:06:23 +01:00
lotodore
aad9e271db
Cleaning up the different timeouts and how players can be removed from the game.
2011-12-11 14:54:17 +00:00
lotodore
0ed12e0ac8
Switching license from GPL2 to AGPL3.
2011-07-02 14:38:06 +00:00
lotodore
95305e7ba5
Each network session now has a weak ptr to its game, to prevent looking up the game id all the time.
2011-03-10 21:53:25 +00:00
lotodore
9b9a921867
Removing SessionWrapper to prepare rejoin. This also improves dispatching network packets.
2011-03-10 20:55:46 +00:00
lotodore
63b28d7167
Running astyle.
2011-02-26 10:09:45 +00:00
lotodore
5730cd321d
Rewriting network receive functions. This is still work in progress to make it more efficient.
2011-02-19 23:47:24 +00:00
lotodore
d3d16b8f4c
Rename SendDataManager to SendBuffer, which is a clear and proper name.
2011-02-19 17:55:21 +00:00
lotodore
8279868417
Further simplifying sending network data. This improves performance, because sending sessions no longer need to be looked up in a map.
2011-02-19 13:56:49 +00:00
lotodore
c2ba56aba9
Encrypt own cards which are sent at the beginning of the hand - only applicable to registered users.
2010-09-04 11:56:40 +00:00
lotodore
7ae35122b8
Adding more server side gsasl stuff. Client side now broken.
2009-10-18 20:53:58 +00:00
lotodore
d861bf07f2
gcc fix.
2009-10-13 21:53:37 +00:00
lotodore
88659e69ce
More gsasl changes.
2009-10-13 21:52:10 +00:00
lotodore
cfc11f7f89
More work on gsasl authentication.
2009-10-11 12:07:56 +00:00
lotodore
1f7f045d15
Starting gsasl integration to perform challenge response authentication. Note that gsasl 1.3 is required (previous versions are not supported). Authentication is currently broken.
2009-10-11 09:20:17 +00:00
lotodore
1783218e6a
Adding error handling and additional checks.
2009-07-22 20:22:14 +00:00
lotodore
87363094d2
Fixing linux compiler error.
2009-06-16 22:35:05 +00:00
lotodore
5f3369432a
Rewriting sender yet again to fit the new asio design. Polling for new send data is no longer needed, this also reduces lag.
2009-06-07 08:51:43 +00:00
lotodore
ac4c2e9aef
Integrating precompiled headers support (might speed up compilation). Currently disabled (in .pro files).
2009-05-07 22:36:51 +00:00
lotodore
60b5d45c53
Adopting changes from asio branch. Currently broken.
2009-05-04 21:11:29 +00:00
lotodore
992dd4b618
Adding backward compatibility for 0.6 clients. They cannot join games with > 7 players.
2009-04-11 12:32:54 +00:00
lotodore
f2c3b2b723
Fixed boost asio stuff. Now working but probably some polishing required.
2009-01-25 21:56:43 +00:00
lotodore
29061b661c
Fixed one thread per session implementation. Kind of. Still seems to have a handle leak on Windows. However, it does not scale at all and needs to be reverted. It won't even handle 500 players with 500 games on a dual core high end machine.
2009-01-11 20:12:26 +00:00
lotodore
d72cdb6873
One sender thread per client. Requires loads of resources. Kind of hacked, because the internal dependencies are very ugly now. Requires loads of testing. A problem might be the last packet sent by the server to a specific client before closing the connection, for example an error message. It might never even reach the client, because the sender thread is terminated before. I have not yet found a good way to fix this.
2009-01-07 21:52:16 +00:00
lotodore
0ef69297d1
Server support for unsubscribing/resubscribing of lobby messages. Not yet used by the client.
2008-05-11 21:41:30 +00:00
lotodore
df97fcc725
Fixed a problem in the SenderThread, where packet order was not maintained when a session had stalled packets in the send buffer.
2008-04-23 21:19:00 +00:00
lotodore
5beaa816b4
Moving third party sources to third_party folder so that they can be easily distinguished. This should help package maintainers.
2008-03-23 10:36:17 +00:00
lotodore
9f0d204f56
First test version with network timeout. Only activity timeout and global timeout, no game admin timeout yet. Set to test values (will disconnect rapidly).
...
Modified method for init timeout (if session cannot be established) - now using one non-modifiable timer for each session, and an additional timer which is reset whenever session data is received.
2008-03-04 23:47:45 +00:00
lotodore
a24a93caba
Use unix linefeeds for all files. Finally. It's about time.
2007-11-16 15:24:25 +00:00
lotodore
fa7af40a49
Fixed a very nasty bug concerning the sender thread. SOCKETs were assumed to be kind of unique, but Windows tends to return the socket number of a socket which was just closed as new socket number in accept. This led to very strange behavior when the server was flooded with inits, because the sender thread still had entries for this socket number (which were not removed because they should just fail).
...
No longer use socket as key in maps, instead, use the session id. Only use the session id in the sender thread, "resolve" it to the socket only in the moment when it is needed. Outstanding requests will be detected to have an invalid session id then.
Also, as side effect, fixed an issue with two callback classes which were named the same and caused unexpected behavior.
2007-10-28 12:53:54 +00:00
lotodore
0d0d8dc810
Synchronize on network game start, so that everyone has received all avatars and player names before the game starts. Store all computer players in a separate list on the server for name retrieval.
2007-10-07 21:23:37 +00:00
lotodore
639df29bdc
Server now requests unknown avatar files from client and stores them in the cache dir. Error handling is still missing. Clients not yet request avatar files from the server, this is the next step.
...
AvatarManager is now thread safe.
Default and cached avatars are handled in different lists to prevent deleting the default avatars when clearing the cache.
2007-10-07 15:52:12 +00:00
lotodore
3c88ba8bbe
Game list in Lobby is now shown and updated even after joining or creating a game. Game updates will be sent by the server at all times (even during the game).
2007-09-29 14:05:41 +00:00
lotodore
ecab6ed86b
Fixed a really nasty receive bug (TCP only). Using SCTP would be so much better...
2007-09-03 16:35:45 +00:00
lotodore
9d63df9218
More work on server redesign. Network mode still broken.
2007-08-20 15:30:22 +00:00
lotodore
59b7438376
Work on dedicated server. This svn revision is totally broken, it is part of a complete redesign of the server.
...
There is a lobby thread for the server, and each game has its own game processing thread and a sender thread. Connections can be accepted from different sources, i.e. TCP/SCTP over IPv4, IPv6, all those work well in parallel.
2007-08-15 13:28:28 +00:00
lotodore
7540ea17bd
Fixed relationship of network session and player data to be consistent with the game engine. Now sending card's values via network. Fixed net packet checks.
2007-05-13 22:25:59 +00:00
lotodore
82b5392ff5
Added new boost timer. Prepared fixes for removing players.
2007-05-05 21:14:23 +00:00
lotodore
da2939a7a8
Error messages are shown when joining a network game fails. Still need to handle players which left and kicking players.
2007-04-28 13:07:06 +00:00