Commit graph

18 commits

Author SHA1 Message Date
zicodxx f2fb5c462a Host can now decide (again) if players are allowed to display enemy names on HUD 2011-05-05 00:16:35 +02:00
zicodxx a518930c62 Improved security for UDP protocol: Add checks for correct packet size and - if possible - valid sender address (valid player) and making sure Clients only accept packets meant for Clients and Hosts only accept packets meant for Hosts 2011-04-13 00:19:46 +02:00
zicodxx 5c4a3850cd Little fix for typing-indicator in multiplayer - was showing comma even if no player name was displayed; Removed team_vector from UDP lite_info structure - it's not needed; Increased UDP_NETGAMES_PAGES to actually show 3000 possible games 2011-04-12 00:45:06 +02:00
zicodxx 85f7be583f Client-side implementation for Tracker support by Matt 1360 Vandermeulen including improvements in udp_dns_filladdr and IPv4/IPv6 compability; Very little adjustments by me, too including IPv6 support for Windows (untested); Actual tracker code will follow later as seperate branch when it's done 2011-04-05 02:24:30 +02:00
zicodxx 38df3322e3 Set max UDP packet size to 1024 again (seems some configuration DO have problems with larger packets after all) 2011-01-09 14:19:00 +01:00
zicodxx 9f138fbf2a Reworked object sending/receiving to work without unnecessary type casting and a bit less error prone; Also increased UDP max packet size to 2048 so we can send 7 objects per frame 2010-12-23 22:42:06 +01:00
zicodxx 401a546bb2 in IPv6 builds also send regular broadcast packets to get games found via LAN between IPv4 clients/systems and IPv6 clients/systems; rather than identifying (lite_info) games via IP use randomly generated GameID and game name to prevent duplicated coming from IPv6 builds 2010-12-22 14:53:23 +01:00
zicodxx ffc73ed4f2 Introduced new data type fix64 to be used for new timers which can last 4462756 years instead of 9 hours; Introduced new timer functions to update and query program time; Used new timer all over the program except GameTime (which comes next) 2010-12-11 00:18:03 +01:00
zicodxx 83d746151a changing max UDP size again - increasing to 576 - should still be safe 2010-11-23 16:12:00 +01:00
zicodxx 9e9063901e reducing max buffer size of an UDP packet from 1024 to 512 bytes - should prevent possible turncating, especially when sending obejcts where max size is actually used 2010-11-23 01:26:44 +01:00
zicodxx 4c63f57aac Reworked handling of Netlist now also showing full game info; Prevent Clients from sending lite_info; Make lite_info show numconnected instead of numplayers as this would show disconnected ones as well; Removed reusing ports on different instances in Windows build - only screws up several games running on one machine 2010-07-08 06:37:23 +00:00
zicodxx c209b4c319 Reducing sending objects per frame from 20 to 1 again to reduce possibility of timeout on stressed systems 2010-07-05 12:12:12 +00:00
zicodxx 97e20ee74c Added UDP Netlist to join LAN games discovered/announced via broadcast 2010-06-29 16:41:08 +00:00
kreatordxx 90e3796f97 Make menus for hosting a netgame stack, make quitting work with newmenu_do2 and simpler 2010-04-04 09:41:53 +00:00
kreatordxx d98bb97c48 Make all listboxes fall back to main event loop for flexibility 2010-03-18 07:02:38 +00:00
zicodxx e22b62eee4 Make Version-check for UDP also cover Micro-versions; Making sure versioning will act same way as conf.h for MacOS 2010-02-23 15:05:50 +00:00
kreatordxx 6b4d952ebc Change newmenu and listbox callback systems, adding use of d_event, for greater flexibility 2010-01-07 14:49:07 +00:00
zicodxx dbf4d55839 Abstracting networking protocols - Step 4: Implemented new UDP layer with Client/Server communication, Packet Loss Prevention and strict Version checking. Netgames list will follow later. 2009-11-24 09:48:53 +00:00