Only the sender and the recipients receive the chat messages.
This commit only has an affecto on messages where the addressee(s) are
selected through the dropdown. Addressee(s) selected with a "/" command
are still sent to evevyone and filteret by the receiver.
(cherry picked from commit e04506814a)
Signed-off-by: Itms <itms@wildfiregames.com>
Fix `NetServerTurnManager` from pausing the simulation forever after a
client sent a bad hash to it and disconnects before the bad hash has
been processed.
A client that sends a wrong simulation hash to the `NetServer` and
disconnects before the server compares that hash causes a message box to
appear and the game to be paused forever.
94e5d88169 introduced the bug by missing to delete `m_ClientStateHashes
upon `UninitialiseClient.
This causes `m_ClientData[hashPair.first].isOOS = true` to insert a
client with blank values that the `NetServerTurnManager` will wait
forever and hence the message box about an OOS with no players being OOS
is shown (the playername is emptystring).
5ebf2020b0 exposed the bug by making observers able to lag behind,
providing a longe enough timeframe for this to occur.
Fix:
Deleting `m_ClientStateHashes` upon disconnect solves the broken
message box and the pausing.
(cherry picked from commit d12c015d43)
Signed-off-by: Itms <itms@wildfiregames.com>
Avoid cases of filenames
Update years in terms and other legal(ish) documents
Don't update years in license headers, since change is not meaningful
Will add linter rule in seperate commit
Happy recompiling everyone!
Original Patch By: Nescio
Comment By: Gallaecio
Differential Revision: D2620
This was SVN commit r27786.
Change the OOS notification logic to remember the OOS-ness of each
client. Reset it on client leave.
The server will thus continue checking for OOS if the OOS-client leaves.
This is convenient to ignore observer OOS, or wait for an OOS player
without restarting the game.
Also add the turn number to the OOS dump, to fix#3348: particularly
following d4c2cf4430 the turn is likely to not be the same between
different clients.
Agree by: asterix
Differential Revision: https://code.wildfiregames.com/D3753
This was SVN commit r25170.
Observers no longer lag the game for players. There is still some time
to serialise the game when sending it to a joining observer, and
depending on the chosen 'max lag' the game may stop while observers
sufficiently catch up, but this impact too is reduced.
- Make the NetServerTurnManager ignore players marked as 'observers' for
the purpose of ending a turn, effectively making it possible for
observers to lag without it affecting the players in any way.
- Add a config option (network.observermaxlag) that specifies how many
turns behind the live game observers are allowed to be. Default to 10
turns, or 2 seconds, to keep them 'largely live'.
- The controller is not treated as an observer.
- Implement a simple UI to show this delay & allow the game to speed up
automatically to try and catch up. This can be deactivated via
network.autocatchup.
- Move network options to the renamed 'Network / Lobby' options page.
- Do not debug_warn/crash when receiving commands from the past -
instead warn and carry on, to avoid DOS and "coop play" issues.
Refs #5903, Refs #4210
Differential Revision: https://code.wildfiregames.com/D3737
This was SVN commit r25156.
To hide network latency, MP turns send commands not for the next turn
but N turns after that (introduced in c684c211a2).
Further, MP turn length was increased to 500ms compared to 200ms SP
turns (introduced in 6a15b78c98).
Unfortunately, increasing MP turn length has negative consequences:
- makes pathfinding/unit motion much worse & unit behaviour worse in
general.
- makes the game more 'lag-spikey', since computations are done less
often, but thus then can take more time.
This diff essentially reverts 6a15b78c98, instead increasing
COMMAND_DELAY from 2 to 4 in MP. This:
- Reduces the 'inherent command lag' in MP from 1000ms to 800ms
- Increases the lag range at which MP will run smoothtly from 500ms to
600ms
- makes SP and MP turns behave identically again, removing the
hindrances described above.
As a side effect, single-player was not actually using COMMAND_DELAY,
this is now done (can be used to simulate MP command lag).
Refs #3752
Differential Revision: https://code.wildfiregames.com/D3275
This was SVN commit r25001.
This cleans up many un-necessary header includes, either simply
providing nothing or forward declarations in their place.
No major compilation time change here, though this does reduce depencies
in some headers.
Also fix up old MacOS STL-include fixes that are no longer relevant.
Differential Revision: https://code.wildfiregames.com/D3128
This was SVN commit r24227.
Thus remove the peculiarity to broadcast to clients that are in the
gamesetup, loading screen or ingame, but not rejoining ones.
Fix "unknown player" errors in the GUI by broadcasting player
assignments to rejoining players too. Fixes#4036.
Differential Revision: D17
Reviewed By: Imarok
This was SVN commit r19171.
Remove the "Net" prefix from the non-networked classes.
Use variadic macros and mark the client turnmanager as NONCOPYABLE.
Differential Revision: D16
Reviewed By: leper
This was SVN commit r19165.