Up to know the UPnP logic ignored the port a user was hosting a game on
and always added a port forwarding for the default port UDP 20595. This
commit fixes that, so a port forwarding is added for the actual port a
game is hosted on.
This makes using STUN mandatory for games hosted using the multiplayer
lobby. The motivation for that is a reduction in complexity, because
right now if STUN is disabled we use a home-grown STUN-like logic, which
got implemented before Pyrogenesis got STUN support.
That home-grown logic relies on a custom ejabberd module (mod_ipstamp),
which inserts the external IP-address of a host in the response messages
when a host registers a game. Originally mod_ipstamp was also used to
inform all potential players of a hosts IP-address, however that has
already been removed to let hosts to only share their IP-address with
players actually joining their game.
Removing the home-grown logic and instead always relying on STUN removes
complexity in Pyrogenesis and the lobby server and also eases hosting
games for players, as they don't have to figure out anymore whether they
need to enable STUN or not.
These changes shouldn't negatively impact the ability of Pyrogenesis to
handle different types of NAT or broken networks. There is one
difference though: While the custom logic using mod_ipstamp utilized TCP
as transport protocol, the STUN implementation in Pyrogenesis currently
uses UDP. That doesn't allow hosts with UDP-connectivity issues to
resolve their external IP-address anymore, however without
UDP-connectivity they aren't able to successfully host games anyway, as
the actual game updates are transferred using UDP as well.
The current code could end up with savegameID being undefined, false, a filename string, or null depending on the code path taken.
Adapt C++ in consequence.
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.
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.
This patch addresses issues concerning a1796ed71f:
Allow for a more elegant implementation of observer flares.
And still display flares even if the sender is lagging behind:
Split off flares from simulation commands.
Remove the new, problematic 'observer commands' entirely.
Provide an engine function 'SendNetworkFlare' to the JS interface.
-> which sets off the (pretty ordinary) transmission process.
Add a new type of net messages exclusively for flares
-> contains the flare's position and its sender's GUID.
This replaces all links pointing to trac with their corresponding links
to gitea. Also replace http with https while at it.
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
To disable tests we carry a patch which allows disabling test by
appending DISABLED to the test function name. Instead just do as
upstream says and prepend the test function so it won't be recognized as
a test any longer.
The docs suggest to prepend x but anything will do. Continue to use
DISABLED_ but as prefix which is actually already in use in one case.
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
The user doesn't have to fiddle with `std::shared_ptr`.
And two (more unrelated) things: use `std::unordered_map`, use a
`std::find_if` in the callback.
Comments By: @vladislavbelov, @Stan
Differential Revision: https://code.wildfiregames.com/D5239
This was SVN commit r28048.
The `StateSet` is only used to check if a state is valid. That's useless
since it wouldn't be found in the `TransitionMap` - With the same
outcome.
Accepted By: @vladislavbelov
Differential Revision: https://code.wildfiregames.com/D5236
This was SVN commit r28039.
The hash function introduced in 6faf704731 doesn't work on 32 bit
systems. This one should.
Accepted By: @vladislavbelov
Differential Revision: https://code.wildfiregames.com/D5237
This was SVN commit r28033.
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.
FSM conditions aren't used. So this removes dead code.
Accepted By: @wraitii
Differential Revision: https://code.wildfiregames.com/D4959
This was SVN commit r27702.
This fixes packet loss issues on some VPN solutions.
Patch By: sera
Differential Revision: https://code.wildfiregames.com/D4967
This was SVN commit r27599.
- Use reinterpret_cast.
- Use using instead of typedef.
- Use PascalCase for CONDITION and ACTION.
- Use constexpr instead of #define.
Patch by: @phosit
Differential Revision: https://code.wildfiregames.com/D4868
This was SVN commit r27385.
- Move the comments to the header file
- Add a dot at the end of a comment
- Remove some trivial comments
- Improve spelling.
Patch by: @phosit
Differential Revision: https://code.wildfiregames.com/D4861
This was SVN commit r27376.
remove nullptr check before delete. They are redundant.
remove nullptr check after new. They will never be null.
two whitespaces changes forgotten in
https://code.wildfiregames.com/D4800.
Patch by: @phosit
Differential Revision: https://code.wildfiregames.com/D4853
This was SVN commit r27351.
6581796103 removed the ability for terrain to affect movement speed. The
JPS pathfinder cannot support it, and the approach was poor anyways,
coupling rendering data with simulation data.
This lets us remove the dependency on CTerrainTextureManager everywhere.
Tested by: langbart
Differential Revision: https://code.wildfiregames.com/D4459
This was SVN commit r26269.