Commit Graph
30 Commits
Author SHA1 Message Date
Albert Medela 65e10c71b0 run astyle 2017-08-16 13:55:18 +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 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 ddf2ca784b Adding enhancement #76 (server password). The server password is checked during init, in addition to possible player auth. It can be set as option "ServerPassword" in config.xml, on client and server. 2011-10-20 21:19:58 +00:00
lotodore 32ba77709e More work on rejoin: The server now detects when a rejoin is possible and allows the player to login directly, without waiting for a possible existing connection to be terminated. A session GUID is stored in the cache directory on client side for this purpose. 2011-08-28 17:14:03 +00:00
lotodore 0ed12e0ac8 Switching license from GPL2 to AGPL3. 2011-07-02 14:38:06 +00:00
lotodore 02518c67b2 Reformatting code using Kernighan & Ritchie style, tabs, tab width=4.
Command line: astyle --style=kr --indent=force-tab=4 --lineend=linux -n -r <file names>
2011-02-11 20:02:08 +00:00
lotodore a02a9cacf6 (Hopefully) fixing guest & game admin stuff. 2010-03-26 21:41:35 +00:00
lotodore 31dadd6fa2 Removing old native socket stuff which is now unused (replaced by asio calls). 2009-06-16 22:00:07 +00:00
lotodore 4b5d78af81 The client network code was rewritten to use boost::asio. Some optimization is still required, and some code files can now be removed. 2009-06-14 22:07:41 +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 ebac9c9574 Fixed nasty cleanup crash on Windows. 2009-03-21 10:28:27 +00:00
lotodore b1bad8d144 Preparing client use of external avatar servers. 2009-03-18 15:01:43 +00:00
lotodore e0ff6db98e Create I/O service object in sender thread. 2009-01-26 20:57:39 +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 d4350fa806 Fixed leaving a game which has not yet been started. 2008-05-16 20:42:46 +00:00
lotodore b5c2399603 Use configuration setting to decide whether to download the server list or directly connect to the server. Accept other server lists. Accept un'zlib'ed server lists. Use IPv6 address from server list if configured. 2008-05-10 15:47:48 +00:00
lotodore 7a157b682a The client now downloads a zipped server list file from pokerth.net. This is parsed and the first server entry is used for now. Error handling still missing. boost::iostreams now required. 2008-04-19 11:48:09 +00:00
lotodore b97c56cd26 Use alternate dns name if name resolution fails for internet server (6dns.org seems to be unreliable, but is still the only one to provide both ipv4 and ipv6 name resolution for free). 2007-11-30 21:28:38 +00:00
lotodore a24a93caba Use unix linefeeds for all files. Finally. It's about time. 2007-11-16 15:24:25 +00:00
lotodore cdea81b2ba Fixed sender again, as it did not work when sending errors. 2007-10-28 15:06:57 +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 e8eddd3b1b Show avatars in network games. User defined avatars are not transfered yet, but this is already prepared for integration. 2007-09-09 00:00:19 +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 e6d1b46ba1 SCTP support. 2007-06-04 16:49:19 +00:00
lotodore 2022e794ae Removed some TODOs. Fixed network error message. 2007-06-02 21:19:19 +00:00
lotodore 2f5c8d7da1 Redone network packet abstraction. Prepared for easy access to packet data. 2007-04-08 16:18:20 +00:00
lotodore ca354dce7f Started to implement server state engine. 2007-03-13 23:27:17 +00:00