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forked from 0ad/0ad
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wraitii b55b236379 Remember OOS on a per-client basis.
Change the OOS notification logic to remember the OOS-ness of each
client. Reset it on client leave.
The server will thus continue checking for OOS if the OOS-client leaves.
This is convenient to ignore observer OOS, or wait for an OOS player
without restarting the game.

Also add the turn number to the OOS dump, to fix #3348: particularly
following d4c2cf4430 the turn is likely to not be the same between
different clients.

Agree by: asterix
Differential Revision: https://code.wildfiregames.com/D3753
This was SVN commit r25170.
2021-03-31 15:55:19 +00:00
..
components Fix off-by-one error in d8ea401a95. 2021-03-30 07:11:44 +00:00
docs Replace deprecated jsval with JS::Value. 2017-08-28 10:27:36 +00:00
helpers Fixes revealed missed includes after e104b41be2. 2021-03-03 22:38:59 +00:00
scripting Moves CRect from ps to maths to related geometric primitives. 2021-03-30 21:14:36 +00:00
serialization Refuse to serialize NaN values. 2021-03-28 16:48:25 +00:00
system Remember OOS on a per-client basis. 2021-03-31 15:55:19 +00:00
tests Refuse to serialize NaN values. 2021-03-28 16:48:25 +00:00
MessageTypes.h Improve behaviour of formations stuck within other units. 2021-01-05 10:12:47 +00:00
Simulation2.cpp Remember OOS on a per-client basis. 2021-03-31 15:55:19 +00:00
Simulation2.h Fixes removed include after 2e4639e6dc. 2021-03-03 23:07:50 +00:00
TypeList.h Implement a Motion Manager around UnitMotion. 2021-03-17 17:04:51 +00:00