zicodxx
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1d68e2d3ba
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Optimization for quaternion structure: Stuffed orientation in shorts and removed figure out segnum by position - saving 10 bytes for each positional update in Multiplayer; Also removed render_type from pdata to save yet another byte
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2012-05-26 17:53:05 +02:00 |
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zicodxx
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d4dfd1fb40
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Introduced quaternion functions to replace vector matrix where size matters - created by Florian Feucht; Added option for pdata packets based on quaternion in Multiplayer game; Removed PF_LEVELLING from new player objects to prevent jittering in player banking
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2012-05-21 17:06:47 +02:00 |
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zicodxx
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a84bdf917f
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Reduced timeout from 10 to 5 seconds
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2012-05-10 18:53:59 +02:00 |
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zicodxx
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1a76d33345
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Immediately relay pdata packets from clients to others which should reduce artificial delay; allow sending of pdata packet when firing if enough time has passed since last update; only answer full game info requests 2 times per second and lite info 8 times per second
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2012-03-29 10:15:58 +02:00 |
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zicodxx
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2b6a62a5b9
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Do not attempt to check for MULTI_PROTO_VERSION when requesting lite_info
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2011-11-03 14:26:43 +01:00 |
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zicodxx
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1371874e0d
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Introduced extra short based on MULTI_PROTO_VERSION for version-independent Multiplayer-compability-check; Changed version to 0.57.2 to make new version checking not cause problems with stable release 0.57.1; Removed old version_major/minor variables from netgame and player structures since DXX handles this independently; Cleaned up old version stuff and copyright messages
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2011-11-02 01:04:38 +01:00 |
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zicodxx
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6fdf44035e
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Added new priority level for MDATA packets to also send them ASAP without the need for an ACK; Streamlined sending multibot and fire packets and on the way artificially and automatically scaling fire rates, energy/ammo usage and damage of weapons in Multiplayer to decrease traffic easy way without changing the Gameplay
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2011-09-15 10:45:45 +02:00 |
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zicodxx
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632f001f16
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Fixed typo in Packets per sec. in GAME_RULES screen; Reduced max amount of games shown on netlist to 900 to reduce RAM usage... as if we'd ever reach this
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2011-07-15 11:46:04 +02:00 |
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zicodxx
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2da37871b8
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Made formatting for help text more consistent and prettier; Somewhat changed the code for help text so we can use variables in the help text. For example: If we change MAXIMUM_FPS, it will automatically be displayed in the help text without manual editing needed
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2011-07-01 01:01:06 +02:00 |
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zicodxx
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af7c22faa2
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Added multi_send_data_direct to send multibuf to a specific player (i.e. Host<->Client, not Client<->Client); Overhauled kill sending/receiving and computation to rely in host information about game_mode-related variables (team_vector, Bounty_target) which are vital for consistent kill computation; Added function to send/update game_mode-related variables and solve /move command with this as well instead of workaround via updating lite_info; Introduced /move commend from Descent2 to move players between teams
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2011-05-25 15:25:06 +02:00 |
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zicodxx
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f2fb5c462a
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Host can now decide (again) if players are allowed to display enemy names on HUD
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2011-05-05 00:16:35 +02:00 |
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zicodxx
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a518930c62
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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
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2011-04-13 00:19:46 +02:00 |
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zicodxx
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5c4a3850cd
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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
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2011-04-12 00:45:06 +02:00 |
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zicodxx
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85f7be583f
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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
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2011-04-05 02:24:30 +02:00 |
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zicodxx
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38df3322e3
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Set max UDP packet size to 1024 again (seems some configuration DO have problems with larger packets after all)
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2011-01-09 14:19:00 +01:00 |
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zicodxx
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9f138fbf2a
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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
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2010-12-23 22:42:06 +01:00 |
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zicodxx
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401a546bb2
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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
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2010-12-22 14:53:23 +01:00 |
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zicodxx
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ffc73ed4f2
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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)
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2010-12-11 00:18:03 +01:00 |
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zicodxx
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83d746151a
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changing max UDP size again - increasing to 576 - should still be safe
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2010-11-23 16:12:00 +01:00 |
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zicodxx
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9e9063901e
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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
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2010-11-23 01:26:44 +01:00 |
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zicodxx
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4c63f57aac
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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
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2010-07-08 06:37:23 +00:00 |
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zicodxx
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c209b4c319
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Reducing sending objects per frame from 20 to 1 again to reduce possibility of timeout on stressed systems
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2010-07-05 12:12:12 +00:00 |
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zicodxx
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97e20ee74c
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Added UDP Netlist to join LAN games discovered/announced via broadcast
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2010-06-29 16:41:08 +00:00 |
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kreatordxx
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90e3796f97
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Make menus for hosting a netgame stack, make quitting work with newmenu_do2 and simpler
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2010-04-04 09:41:53 +00:00 |
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kreatordxx
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d98bb97c48
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Make all listboxes fall back to main event loop for flexibility
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2010-03-18 07:02:38 +00:00 |
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zicodxx
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e22b62eee4
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Make Version-check for UDP also cover Micro-versions; Making sure versioning will act same way as conf.h for MacOS
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2010-02-23 15:05:50 +00:00 |
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kreatordxx
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6b4d952ebc
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Change newmenu and listbox callback systems, adding use of d_event, for greater flexibility
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2010-01-07 14:49:07 +00:00 |
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zicodxx
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dbf4d55839
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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.
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2009-11-24 09:48:53 +00:00 |
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