aee0adbffe
More protocol changes for rejoin. Re-adding server password to protocol.
lotodore2011-10-03 08:03:58 +00:00
f8c89304d1
Some changes to make cppcheck happy.
lotodore2011-09-29 20:54:24 +00:00
d6ab25d816
Trying to make rejoin work, still broken due to change of unique id during game.
lotodore2011-09-28 20:20:08 +00:00
2488ea43cd
More work on rejoin. This is still broken because the player id is not yet updated on client side, and the server still does not activate the rejoining player.
lotodore2011-09-11 20:38:18 +00:00
945a8f4588
More work on rejoin. Server still sends a denial message.
lotodore2011-09-11 17:41:56 +00:00
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.
lotodore2011-08-28 17:14:03 +00:00
0a49783889
updated chinese translation
doitux2011-08-27 06:07:01 +00:00
22a9cf8a86
next try for previous fix
doitux2011-08-21 18:15:42 +00:00
3d98dd3445
fix overlapping dialog bug if internet connection is to slow during game start
doitux2011-08-21 06:32:28 +00:00
a23ccb10f1
rejoin dialog with gameId instead of gameName string
doitux2011-08-08 19:50:28 +00:00
ade189fdc5
new rejoin possible dialog added
doitux2011-08-07 20:16:03 +00:00
9e425136f1
Adding new types of random number generators: 1. shuffle a list non-deterministic (not the default shuffle) 2. get random numbers of a range 3. get random numbers of a range, without duplicates (the latest based on floty's idea). Note that the existing random number works quite well, the new approach uses boost::random and is more flexible if other distributions are needed for the AI. The code is currently disabled due to link problems on debian/ubuntu (boost::random seems to be missing there).
lotodore2011-02-27 21:54:43 +00:00
4b0b6a3e03
Add patch to remove indirect openssl dependency from Windows build.
lotodore2011-02-21 23:32:09 +00:00
38b9e764e7
Fixing boost 1.46 compatibility (ticket #58). Still needs testing with official boost release.
lotodore2011-02-20 12:30:23 +00:00
781d8a820e
Adding test of the different methods to block a player from the server.
lotodore2011-02-19 23:50:01 +00:00
5730cd321d
Rewriting network receive functions. This is still work in progress to make it more efficient.
lotodore2011-02-19 23:47:24 +00:00
e4679d58e7
Rename SendDataManager to SendBuffer, which is a clear and proper name. (Part 2: File names)
lotodore2011-02-19 18:18:52 +00:00
0618dbd74e
Rename SendDataManager to SendBuffer, which is a clear and proper name. (Part 2: File names)
lotodore2011-02-19 18:18:00 +00:00
d3d16b8f4c
Rename SendDataManager to SendBuffer, which is a clear and proper name.
lotodore2011-02-19 17:55:21 +00:00
b824b8beb7
Moving send buf limitation to its proper place.
lotodore2011-02-19 15:19:50 +00:00
f7315cd9e5
Improving possible multithreading in new send code.
lotodore2011-02-19 15:01:50 +00:00
8279868417
Further simplifying sending network data. This improves performance, because sending sessions no longer need to be looked up in a map.
lotodore2011-02-19 13:56:49 +00:00
db3fa66ec5
Place new send code in a separate class, and use it also for the chat cleaner communication. Data class "encoded packet" is no longer used, it was overhead.
lotodore2011-02-18 19:22:44 +00:00
46a136bc8b
Tremendously improving the speed of the network send code (ticket #52). The code has also been simplified, and uses some kind of double buffering as in graphics programming. There are now a lot less memory allocations and a lot less copying. However, memory usage is also increased.
lotodore2011-02-18 18:36:30 +00:00