alzeih
5c343caeaf
Mod version validation
...
- Game.CurrentMods property to query the current mods when no orderManager accessible
- Server sends mod versions to master server on ping
- Client sends mod versions on handshake response
- Validate match on server side of handshake, not client side
2011-01-08 16:00:29 +13:00
Chris Forbes
cf17bc7e5c
clean up perf graph a bit
2010-12-31 20:31:57 +13:00
Paul Chote
cb50182fac
Bugfixes: ZipFile.GetInputStream().GetAllBytes/.Length doesn't work; Divide by zero when no shellmaps are available; UseAsShellmap isn't saved by the editor; Duplicate maps crashes game.
2010-12-30 17:43:44 +13:00
Chris Forbes
44e668e804
choose a random map with MapStub.UseAsShellmap as the shellmap, rather than hardcoding a sha1 in mod.yaml; add editor support for the new flag too.
2010-12-28 19:13:56 +13:00
Chris Forbes
2a0c0bb991
remove unused Game.ConnectedToLobby event
2010-12-28 18:54:10 +13:00
Chris Forbes
5a7c62e24a
fix bogus formatstring in ChooseReplayFilename()
2010-12-27 21:19:38 +13:00
Chris Forbes
29818ba60c
remove dead RejoinLobby function
2010-12-27 21:10:58 +13:00
Chris Forbes
5f37b9e7d2
fix crash in replay playback (no world)
2010-12-19 17:48:48 +13:00
Chris Forbes
4206cf1b09
refactor game joining; add replay joining support
2010-12-19 17:48:47 +13:00
Paul Chote
58a92de5a1
Move widget delegates into Mods.
2010-11-27 11:20:01 +13:00
Paul Chote
1dfe437641
Refactor Viewport.
2010-11-24 11:57:18 +13:00
Bob
6cf9939ab3
remove staticness on Server
2010-11-14 21:26:50 +13:00
Paul Chote
d33806e932
More refactoring
2010-11-10 10:30:25 +13:00
Paul Chote
38486e8184
Move some mod-specific UI code out of Game
2010-11-10 10:30:25 +13:00
Paul Chote
047a09bbbd
Excise previous server extensions code
2010-11-10 10:30:24 +13:00
Chris Forbes
a265d11a5f
make JoinServer public [at Gecko's request]
2010-11-07 08:41:16 +13:00
geckosoft
380e7e8b20
Core: Made stuff public so people (read: openrg) can have its own lobby, based on the core lobby
2010-11-05 19:48:27 +13:00
Bob
94f7c6db97
determine which sprites to render during Render, not Tick
2010-11-01 18:39:50 +13:00
Chris Forbes
d7d0d371c6
(bob) refactor input dispatch; remove public Dispatch*Input from game; (chris) fix build failures due to rebase past gecko
2010-11-01 18:39:37 +13:00
geckosoft
298314626e
Added: Dedicated server support
...
Added: The ability to not render anything when using the client as a dedicated server
Added: The basic server extension (NullServerExtension)
Exposed: Made some fields public, so that the server extension can access it
2010-11-01 17:55:31 +13:00
geckosoft
0112bc4df7
Added : Some missing changes to make WorldGameOver work (ie missing RejoinLobby etc)
...
Warning: Please add the following manually (if you cant find it):
in Game.cs
find
'case ConnectionState.Connected:'
add
if (ConnectedToLobby != null) ConnectedToLobby();
Tried my best to add it in the patch but it failed :(
2010-11-01 17:55:31 +13:00
geckosoft
56598ce2ff
Fixed: crash when starting a new game after disconnecting from own server
2010-11-01 03:46:38 +01:00
Matthew Bowra-Dean
b9c40ad3ce
Cleanup
...
Removed OpenRAUploader (long since obsolete) and master server hack from master server upgrade.
2010-10-28 23:03:14 +13:00
Bob
10f5e68f7f
fix #166 (shroud artifacting at bounds)
2010-10-25 09:06:23 +13:00
Caleb Anderson
ff7daf8727
MoveViewport takes a float to allow for smoother panning. Added more scripting to shellmap
2010-10-25 08:16:08 +13:00
Matthew Bowra-Dean
9ac9d83745
Moved Mod class into OpenRA.FileFormats. Added OpenRA.Utility project, a CLI program for utility actions on a game install.
2010-10-16 18:48:41 +13:00
Chris Forbes
bba9c4b976
#313 fixed -- there's unsynced code that runs in Tick, too.
2010-10-16 09:48:39 +13:00
Paul Chote
185ba80e99
Fix FMV player widget display
2010-10-14 23:30:48 +13:00
Bob
7ca9fcdac9
run the shellmap even while the lobby shows. remove Widget.SpecialOneArg
2010-10-12 18:33:16 +13:00
Bob
20276291ce
move Game.world onto OrderManager. use call IssueOrder on world and/or on orderManager, not on Game
2010-10-12 17:30:27 +13:00
Bob
34fc207a6c
FUCK YES
2010-10-12 17:30:24 +13:00
Bob
4cd3195f9f
call refreshPalette in the right place. make Game.worldRenderer PRIVATE (yay)
2010-10-12 17:29:06 +13:00
Bob
6ea2a06e4b
pass WorldRenderer to Widget.Draw, DrawInner
2010-10-12 17:27:08 +13:00
Bob
597dba8584
untangling WorldRenderer from World
2010-10-12 17:24:23 +13:00
Bob
0873741983
don't pass world to Widget.Tick, either
2010-10-12 17:24:17 +13:00
Bob
e0afc08e5f
move an access of Viewport into Game
2010-10-12 17:24:14 +13:00
Bob
ab1e930ba3
pass worldRenderer around as necessary
2010-10-12 17:24:07 +13:00
Bob
10bf85f57e
move Game.Current{Host,Port} into orderManager
2010-10-12 17:24:03 +13:00
Bob
17990ab8b7
move LobbyInfo onto OrderManager
2010-10-12 17:24:00 +13:00
Bob
6a25d989a7
remove many references to Game.world
2010-10-12 17:23:55 +13:00
Bob
3724f46a3e
remove world arg to SyncLobbyInfo and HandleInput
2010-10-12 17:22:14 +13:00
Bob
915ad7fb7b
extract replay saving from OrderManager
2010-10-12 17:22:12 +13:00
Chris Forbes
465f5d295b
force master server url update, if old.
2010-10-09 13:40:47 +13:00
Bob
3d805ff40d
added IIssueOrder2. most orders are broken, but Minelayer is fixed
2010-10-07 22:07:12 +13:00
Bob
26d1db778e
push the check-synchash-doesn't-change pattern into a utility fn. furthur reduce the number of uses on Game.world
2010-10-07 22:07:11 +13:00
Paul Chote
9620b4ed46
Add mod metadata, and filter valid mods on startup.
2010-10-02 20:37:22 +13:00
Bob
d3db9d3710
yes, i do want +=
2010-09-22 08:02:09 +12:00
Bob
9eb05a43f9
show perf widget
2010-09-22 08:02:06 +12:00
Bob
3165ec5359
create widgets on demand
2010-09-22 08:02:03 +12:00
Bob
f4699132d6
made OpenWindow and CloseWindow static
2010-09-22 08:02:00 +12:00