Paul Chote
f8abd5d319
Serialize the correct player in FrozenActor-targeting orders.
2018-01-01 16:01:44 +01:00
Paul Chote
b3cde077fc
Don't break the order stream if a frozen actor refers to a bogus player.
2018-01-01 16:01:44 +01:00
Paul Chote
3ba610b535
Implement new master server ping protocol.
2017-12-26 20:05:38 +01:00
Paul Chote
205c45198c
Remove secondary AllowPortForward setting.
...
The global setting is fine, and this simplifies
both the code and the UI.
2017-12-24 01:47:44 +01:00
Paul Chote
ec4cf0646f
Rewrite Serialize to improve clarity.
2017-12-21 20:01:14 +01:00
Paul Chote
5b51261dd3
Serialize the correct target type.
2017-12-21 20:01:14 +01:00
Paul Chote
9c88fc154f
Remove redundant switch from order serialization.
2017-12-21 20:01:14 +01:00
RoosterDragon
987d0b77ac
When dumping syncable traits, use a struct for the synced values.
...
Since most traits have few syncable members, this allows us to avoid allocating an array whose lifetime is only a few ticks long. For traits with more members, we fall back to allocating the array.
2017-12-19 22:01:08 +02:00
RoosterDragon
ca01a1f186
Presize MemoryStream when possible.
...
Also use GetBuffer when we know we have presized the stream to the exact required size to prevent a needless copy.
2017-12-19 00:59:11 +01:00
Paul Chote
3f67feab0e
Rename boolean LobbyOption fields.
2017-12-12 22:43:11 +01:00
RoosterDragon
8ef8c60a1a
Remove allocations when enumerating sync hashes on an actor.
...
Exposing Actor.SyncHashes as an array allows allocation free enumeration, we just need to adjust the SyncHash type to run the hash function.
2017-12-10 13:49:52 +00:00
RoosterDragon
713cdaef5d
Reduce allocations needed by ReplayConnection.
...
Packets from each chunk are now saved directly in an array, removing the overhead of a list. Additionally, a list is reused as a buffer for decoding packets into, preventing a new buffer from needing to be allocated for each chunk.
2017-11-19 12:11:38 +00:00
Pavel Penev
8d7eb0bc47
Fix order deserialization when there is no indended order subject
2017-11-13 00:37:44 +01:00
Paul Chote
5f9a67ed87
Migrate frozen actors from ExtraData to Target.
2017-10-26 18:48:41 +03:00
Paul Chote
29c423772f
Serialize order Target directly instead of TargetActor/TargetCell.
2017-10-26 18:48:41 +03:00
Paul Chote
d967c564a2
Remove TargetActor and TargetLocation from order issuing.
2017-10-15 19:07:46 +02:00
Paul Chote
4896a90b8d
Add plumbing to issue orders against a generic Target.
2017-10-15 19:07:46 +02:00
Paul Chote
75d4062698
Limit chat messages to 2500 characters.
2017-10-14 13:10:27 +02:00
rob-v
78bedb0513
Fix IsSinglePlayer
2017-06-27 22:43:15 +01:00
RoosterDragon
2def72a078
Clear previous effects data when generating a new sync report.
2017-06-12 18:25:35 -05:00
Paul Chote
d9800d4e2b
Fix repair cursor visual feedback target.
2017-04-24 08:52:48 +01:00
rob-v
bad2c1c2bf
Unify ingame message prefixes. #12923
...
Unify ingame message prefixes. #12923
2017-03-18 21:46:30 +01:00
RoosterDragon
aa3024f1f8
Fix thread-safety and dispose issues in NetworkConnection.
...
- Calling Close() on a TcpClient is documented to also close the underlying sockets and streams for us. This means we can avoid also calling socket.Client.Close() and generating exceptions on mono.
- TcpClient is not thread-safe. However the NetworkStream returned by GetStream() is thread-safe for a single reader/single writer scenario. If we create and dispose the client on the calling thread, and pass the NetworkStream into the thread we spawn for reading, then we can avoid thread-safety issues incurred by trying to Close() the connection from another thread.
- The clean shutdown means we don't need to make the dodgy Thread.Abort() call as it will end normally, and that means we don't need a finalizer to ensure the thread is killed off.
- Refactor how receivedPackets work in EchoConnection to avoid lock(this).
- Mark connectionState and clientId as volatile since they are set from another thread.
2017-02-21 14:10:06 +00:00
Paul Chote
9516a6af69
Fix game server compatibility check.
2017-02-12 18:48:03 +00:00
reaperrr
0c44a49722
Merge pull request #12600 from pchote/externalmods
...
Add support for switching to mods from other engine installations.
2017-02-12 13:18:53 +01:00
Paul Chote
f2e6601e07
Remove legacy MP lobby mod and replay switching logic.
2017-02-11 16:45:18 +00:00
Paul Chote
2da4e87b94
Implement new server-connection mod switching logic.
2017-02-11 16:21:34 +00:00
Matthias Mailänder
13263f7bb2
Drop Maxmind.GeoIP and Newtonsoft.Json dependencies
2017-02-05 11:54:22 +01:00
RoosterDragon
fbf6f45b11
Avoid boxing Booleans when dumping sync traits.
...
We can return the resulting strings directly.
2017-01-19 20:23:47 +00:00
Taryn Hill
43317e0f5d
Update copyright notice year to 2017
2016-12-31 23:46:13 -06:00
abc013
a403699367
Added Replays are showing team chats
2016-12-09 19:32:11 +01:00
Oliver Brakmann
d1ef1ed1ba
Log unknown orders instead of crashing with an NIE
2016-09-26 20:39:01 +02:00
Oliver Brakmann
e108305f4e
Merge pull request #12074 from RoosterDragon/runtime-long
...
Change Game.RunTime to a long to prevent overflow
2016-09-21 18:07:52 +02:00
Paul Chote
94de961175
Converting dates to string using the InvariantCulture.
2016-09-21 14:52:05 +01:00
Paul Chote
b44d1be554
Timestamp syncreport and exception log files.
2016-09-21 04:57:13 +01:00
RoosterDragon
2ffea5db54
Change Game.RunTime to a long to prevent overflow.
2016-09-20 19:06:10 +01:00
Matthias Mailänder
56fa1ab0e3
Fix a crash when no sync report is available.
2016-09-18 17:43:22 +02:00
Matthias Mailänder
66f4db93c1
Only save a syncreport.log when a desync occurs.
2016-09-05 21:59:50 +02:00
Paul Chote
bf4867909f
Rename Manifest.Mod -> Metadata.
2016-08-08 22:36:07 +01:00
Paul Chote
3df9efb95d
Rework mod enumeration / caching.
...
- Replaced ModMetadata.AllMods with Game.Mods.
- Store / reference mod Manifest instead of ModMetadata.
- Removes engine dependency on ModContent class.
2016-08-08 22:36:07 +01:00
Paul Chote
7caf636222
Port game speed selection to new lobby backend.
2016-07-03 15:46:08 +01:00
reaperrr
7ed792ba88
Merge pull request #11286 from Mailaender/open.nat-2.0.16
...
Dump Mono.NAT in favor of Open.Nat 2.0.16
2016-06-26 16:16:11 +02:00
abcdefg30
34c6edbbe7
Merge pull request #11456 from obrakmann/disable-singleplayer-by-default-for-dedicateds
...
Disable single-player games by default on dedicated servers
2016-06-22 22:28:37 +02:00
Oliver Brakmann
8e2adc7627
Disable singleplayer games by default on dedicated servers
2016-06-22 20:37:31 +02:00
Paul Chote
8ce4ab0bd1
Port map difficulty to new options backend.
2016-06-19 22:15:26 +01:00
Matthias Mailänder
5245df729d
Migrate to Open.Nat version 2.0.16
...
Move the dependency from all libraries to game engine only.
Initialize after the renderer setup to ensure a visible window.
2016-06-19 08:41:14 +02:00
Matthias Mailänder
71743b3b4a
Only sync projectiles and future synced effects.
2016-06-13 14:35:28 +02:00
Paul Chote
24f166595f
Convert lobby dropdowns to new options backend.
2016-06-04 10:06:18 +01:00
Paul Chote
eb884ca76f
Convert lobby checkboxes to new options backend.
2016-06-04 10:03:06 +01:00
Paul Chote
3e92c1944a
Add plumbing for trait-defined lobby options.
2016-06-04 10:03:06 +01:00