The NetClient runs in the main thread, so any part of the loading screen
consuming several seconds makes that client timeout.
This is a workaround because threading the NetClient would have prevent
these timeouts, refs #3700.
Coutnerintuitively, since enet timeout tolerance is proportional to the
latency, the better the connection of the player, the more likely it was
to drop on gamestart.
This problem became very frequent in Alpha 23, at least due to the Aura
bugfix 583b6ec625, AIInterface being particularly slow and that not
having been disabled yet in the loading screen resulting in additional
10 second freezes during the loading screen, even on empty maps, refs
#5200, 8e168f85e6.
Differential Revision: https://code.wildfiregames.com/D1513
Based on patch by: causative
This was SVN commit r21842.
For good practice, mention all members in the affected member
initializer list:
Add booelan m_IsLocalClient and u32 m_HostID to the member initializer
list (to not have them undefined, even though they are not read from
until they are set).
Add the strings m_GUID and m_UserName for completeness (even though the
default constructor is already called for strings).
Use nullptr instead of NULL for pointers.
Comments By: Vladislav
This was SVN commit r21841.
Allows lobby players to host games without having to configure their
router.
Differential Revision: https://code.wildfiregames.com/D364Fixes#2305
Patch By: fcxSanya.
StunClient based on code by SuperTuxKart, relicensed with approval of
the according authors hilnius, hiker, Auria, deveee, Flakebi, leper,
konstin and KroArtem.
Added rfc5245 (ejabberd) support, a GUI option, refactoring and segfault
fixes by myself.
Tested By: user1, Sandarac, Sestroretsk1714, Vladislav, Grugnas,
javiergodas
Partially Reviewed By: leper, Philip, echotangoecho
This was SVN commit r19703.
Don't compare for "127.0.0.1" to identify the host, but check for a new
boolean flag that is set by the client, refs #2854.
Remove an unneeded IP address conversion from u32 to string, refs #3241.
This was SVN commit r18140.
Make some parts of logger and console thread-safe.
Simplify console: remove special commands; remove prefix for script
commands.
Remove LOG_ONCE, to simplify logger.
Change some code to use the new logger interface.
Fix OOS when revealing map.
Clean up some formatting.
This was SVN commit r8511.
Major updates to most network classes.
Simplify CNetServer so it doesn't duplicate any client behaviour; all
players now run CNetClient.
Remove most player/slot management from networking code.
Wait for all players to finish loading before starting the simulation.
Remove CGameAttributes; attributes are now just a JS object.
Remove CPlayer; they are now just simulation entities.
Handle player colours via simulation system.
Add a default map for Atlas, so it always has something to load.
Move network documentation to Doxygen.
Remove lots of now-unused code.
This was SVN commit r7653.
Don't flush network queue after every message.
Desingletonify CGameAttributes to allow testing.
Make network server/client basically testable.
Add very basic tests for network server/client.
Fix FsmActionCtx memory leak.
Split CNetHost into a separate file.
Convert CNetHost, CNetSession to a more conventional coding style.
Delete CNetLogger, since it's a lot of complexity and is barely used and
is redundant with CLogger.
Other minor simplifications.
This was SVN commit r7623.
Add new turn manager that should be more correct and potentially more
efficient.
Remove evil CNetServer/CNetClient multiple inheritance of CTurnManager.
Add multiplayer autostart.
Various minor cleanups.
This was SVN commit r7551.