Commit Graph

3241 Commits (d89dbd0f0364c66efc8ad44f62e35ca9ff46db0c)

Author SHA1 Message Date
NanoTech 6003273616 OS X Crash Dialog: Open log folders after Trac.
Better chance of the log folders not getting
hidden behind a large browser window.
2012-03-18 19:26:10 -06:00
NanoTech 153bd91631 OS X Crash Dialog: Open the /user's/ log folder.
Tilde roots are ignored in file urls.
2012-03-18 19:26:10 -06:00
NanoTech cf319509b8 Simplify the OS X crash dialog.
With the option to automatically open relevant
directories and the new ticket page.
2012-03-17 21:19:12 -04:00
vexed 8b5e6039ed Save our openGL info so we can write it out.
Save game version / time / openGL stats / and misc. other things
that we can use to debug issues to a gameinfo.ini (in savegames)
or WZdebuginfo.txt (on fatal errors) file that can be easily
uploaded to us.
2012-03-17 18:12:07 -04:00
vexed 20e6311b21 Add __LINE__ to debug() routines to show exact line it is being called from.
On LOG_WARNING, only ouput the warning one time and supress the rest.
2012-03-17 14:37:17 -04:00
vexed 47ab46d0b7 update MSVC solution file Disable mimimalRebuild since it was slower than doing /Mp 2012-03-17 13:53:57 -04:00
Cyp b96a983fc9 Set »ingame.JoiningInProgress[i] = false;« in NET_InitPlayer().
Avoids players seeing only flags, no player names or ready buttons, when joining a
re-hosted game. The issue was MultiPlayerJoin() failing to send a NET_OPTIONS message
via sendOptions().

Avoids the "Waiting for players" screen in single-player mode, after nearly starting a
single-player skirmish game, going back, and loading a game instead.

Fixes ticket:3309.
2012-03-16 17:23:37 +01:00
Cyp 2d67521f84 Allow using NETbeginEncode()/NETend() with tmp queues.
Clients actually get a game full message instead of a host has dropped connection
message.

Don't double-pop NET_REJECTED messages when joining (which were sent to a random socket
other than the joining client, anyway, due to being attempted to being sent to tmp
queues). To reproduce, apply this patch to the host but not to the client.

Hopefully fixes ticket:3245 and ticket:3300.
2012-03-16 14:49:50 +01:00
Cyp 2b3362bd0e Initialise zlib input data to nothing on socket flush.
Fixes possible crash in zlib deflate routines when flushing sockets before any data has
been written to the socket.

Seems to be reproducible if applying the following tmp queue commit, hosting a game, and
joining it.
2012-03-16 14:34:45 +01:00
Cyp b7d07f663b Fix broken multiplayer.
Broken in af5f329fa2. D'oh.

Fixes ticket:3281.
2012-03-13 07:39:43 +01:00
Cyp af5f329fa2 Check sender/receiver. 2012-03-10 16:06:43 +01:00
cybersphinx fa90933b37 maint: Update mailing list address. 2012-03-10 13:05:10 +01:00
cybersphinx a766d000ae linux: Make gdb backtrace all threads.
Refs #3228.
2012-03-10 13:05:09 +01:00
Cyp 3a1568d9bc Show milliseconds, if game speed is set to very slow.
Useful for keeping track of game state updates when debugging. Game state updates happen
every 100 ms, at time 00:00.002, 00:00.102, 00:00.202, etc….
2012-03-04 12:03:31 +01:00
Cyp 28f0503eb5 Allow Super+click as alternative to Meta+click or Alt+click.
The Qt and SDL backends seem to call the Tux key Meta and Super, respectively. This
makes Tux+click work with the SDL backend.
2012-03-03 09:15:25 +01:00
Cyp f6dce9d632 Try to be more consistent with gameTime usage.
When updating the game state, we now determine what happened in the interval
[gameTime - deltaGameTime + 1; gameTime]. The time gameTime - deltaGameTime is now
considered to be in the past, so the game state may be modified at time
gameTime - deltaGameTime + 1, at the earliest.

During GAME_* message processing, deltaGameTime is 0, however it is still considered
valid to change the game state at gameTime - deltaGameTime + 1, since that will lie
within the following update interval.

Refs ticket:3175.
2012-02-28 03:53:08 +01:00
cybersphinx e5e0f729e0 cleanup: Remove unused define. 2012-02-28 03:20:45 +01:00
cybersphinx b38b2f5f17 Enable the OpenGL 1.4/VBO fallback on Macs.
Removes some ifdefs that were cargo culted along for years. Rejoice,
Intel GMA 950 users! Refs #3166.
2012-02-28 03:20:45 +01:00
vexed 3438da390f Try to find which messages are not getting processed correctly. 2012-02-20 02:06:25 -05:00
vexed bdd5969031 Bump netcode, since I forgot in last commit. 2012-02-19 18:22:06 -05:00
vexed 9a005ac66e Let the host kick people in non alliance games. (left+right click over ready button of the player you want kicked)
close ticket:3100
close ticket:3121
Fix kick routines that got clobbered by the merge a long time ago, and also implement a in-game kick.

Currently, you hold down the right mouse button over the channel icon of the person you want to kick, and it will kick them.

There is no more room for a new icon. :(

git-svn-id: https://warzone2100.svn.sourceforge.net/svnroot/warzone2100/branches/2.3@11490 4a71c877-e1ca-e34f-864e-861f7616d084
(cherry picked from commit da30725d967cf7076456f56122b28ddbc3202488)

Conflicts:

	src/multiint.cpp
	src/multimenu.cpp
	src/multiplay.cpp

Allow the host to kick the AI only in 'cheat mode' in skirmish games.

Closes ticket:2139

git-svn-id: https://warzone2100.svn.sourceforge.net/svnroot/warzone2100/branches/2.3@11596 4a71c877-e1ca-e34f-864e-861f7616d084
(cherry picked from commit 7a083b154dab6b6fa8f421042db0670a671127f5)

Conflicts:

	src/multimenu.cpp

When kicking, make sure they are an actual human player before adding them to the list.

git-svn-id: https://warzone2100.svn.sourceforge.net/svnroot/warzone2100/branches/2.3@11506 4a71c877-e1ca-e34f-864e-861f7616d084
(cherry picked from commit 43b180768c71853b3de97d71fa091e6a0fdfc10e)

Conflicts:

	lib/netplay/netplay.c

general networking improvements by popular request.

git-svn-id: https://warzone2100.svn.sourceforge.net/svnroot/warzone2100/branches/2.3@11568 4a71c877-e1ca-e34f-864e-861f7616d084
(cherry picked from commit 052d03d19ec967d4b8cee5d79446fe5ec1f2b040)

Conflicts:

	lib/netplay/netplay.c
	src/multiint.cpp
	src/multijoin.cpp
	src/multiplay.cpp
	src/multiplay.h
	src/multisync.c

Fix client side messages.

refs ticket:2144

git-svn-id: https://warzone2100.svn.sourceforge.net/svnroot/warzone2100/branches/2.3@11601 4a71c877-e1ca-e34f-864e-861f7616d084
(cherry picked from commit 98723c00a9b7d6a46eab204ccd474df4a62fbd93)

Conflicts:

	lib/netplay/netplay.c
	src/multiint.cpp
	src/multiplay.cpp
2012-02-19 17:49:49 -05:00
Cyp cefd4179f7 Allow configuring default skirmish colour to any colour, or to random. 2012-02-17 00:09:06 +01:00
iNoDlite a7d2c06c28 Bring back to life old VBO hack for unlucky OpenGL 1.4 users, GLEW edition this time. Closes #3166.
Removed some duplicated code for gfx info dump.
2012-02-17 01:39:12 +04:00
cybersphinx f7b2351e1a Add a --fallback-mode option that makes the game only use OpenGL 1.5. See #3166. 2012-02-17 01:15:57 +04:00
Cyp ea37769188 Rename game debug messages to GAME_DEBUG_*.
Also, avoid unexpected triggering of debug code.

Note that this code was actually originally part of the pre-newnet synchronisation
mechanism, but is no longer useful outside of debugging.
2012-02-13 12:12:14 +01:00
Cyp 68639f734f Synchronise enabling of debug mode. 2012-02-13 00:45:37 +01:00
Cyp 24db01ae10 Remove legacy synch code.
Some of it would run in the case of desynchs, but didn't help with anything.
2012-02-12 20:16:47 +01:00
vexed 3e15039aa6 Unfortunately, the Project can't stop time, so bump the year. 2012-02-11 16:50:52 -05:00
cybersphinx 97a7c6a1da Change new PIE modes to use flags instead of connectors.
Introduced in 82e00bf7747af4962a32b67e4215d40298bbf9b3:

  Roll to camera uses TYPE x1x instead of a "1 x 0" connector.

  Pitch to camera uses TYPE x2x instead of a "2 x 0" connector.

  Additive uses TYPE xx1/xx2 to dis/enable instead of a "x 1 0"/"x 2 0" connector.

Introduced in f3ba2378e54ab0557db4a20c876043f8be059906:

  Premultiplied uses TYPE xx4 instead of a "x 3 0" connector.

Refs #3024.
2012-02-10 19:40:19 +01:00
cybersphinx 411e4acda3 Fix libvorbis linking.
Possibly fixes #2962.
2012-02-07 18:42:34 +01:00
vexed a2712860d6 Misc fixes for netcode.
Only kick people out once, not them, their color, and their color again.
2012-02-05 21:43:45 -05:00
Cyp 8ab7ba79bc Make latency guesser less optimistic.
Hopefully reduces Zzz microfreezes a bit, in the case of laggy connections.

There's probably a better way of guessing latency than this, but it works for now.
2012-02-04 08:45:00 +01:00
vexed 32a7fe731c Fix player counts for both AI & humans & 'closed' slots in MP games 2012-02-03 21:13:56 -05:00
vexed 7f7390cb7e Don't go past the map's player limits when allocating players. fixes ticket:3089 2012-02-03 21:13:53 -05:00
vexed 407220868e Fix issues that were overlooked from the revert(s) in ac550acd58 2012-02-03 21:13:52 -05:00
cybersphinx 1b0a7b7fb0 Fix cross-compilation.
Broken in 5506daef71, which was supposed
to fix #3108.
2012-02-01 23:24:32 +01:00
cybersphinx 5506daef71 Move WZ_WRITEDIR to frame.h and use it for the crashdumps as well.
Closes #3095.
2012-02-01 03:43:50 +01:00
cybersphinx de3a4112d9 Actually initialize SDL paste system somewhere.
Got lost with the move into lib/sdl. Fixes #3091.
2012-01-31 23:11:23 +01:00
Cyp 6e00044711 Eliminate quantisation errors from the button rotation rate.
Added a realTimeAverage() function which returns an integer which is correct on average.

Fixes ticket:3082.
2012-01-29 08:55:22 +01:00
vexed 03189536cf Fix a warning for certain compilers.
NOTE: ssize_t can be 32 or 64 bit (depending on platform), so just casting
that to a int in this case since we aren't going to read in > 2^32-1 bytes.
close ticket:3080
2012-01-26 21:29:22 -05:00
vexed 4093734463 Should fix text that would overlap borders in lobby screen.
Fixes ticket:3072
2012-01-26 21:15:36 -05:00
vexed 4ed75e90dc Clean up sockets. This should fix not being able to host immediately after you look for a game in the lobby. 2012-01-26 21:15:36 -05:00
vexed 47c66501c1 Clarify what we are doing with the server. (no logic changes) 2012-01-26 21:15:35 -05:00
safety0ff 1a9d8ca024 Reset depth test settings after screen upload.
Remove random depth test state change.

Fixes #2358.
2012-01-25 01:48:30 -05:00
safety0ff 5ad1ad6140 Swap buffers after drawing instead of before.
Fix loading screen flicker.
Change silly invalid backdrop texture id.
Make loading screen appearance more uniform and more like in 1.10.

Closes #3059.
2012-01-24 23:34:41 -05:00
vexed e6c4730062 Fix case where we are getting a connection, but no data is transfered.
This is a partial revert of 5eac7e75e6
since it seems this was the main issue everyone was having while
hosting a game. (It would show odd version mismatch errors in the log)

A full revert may be needed, more testing of hosting & connecting to games
both via lobby and direct IP needed.
2012-01-23 23:13:21 -05:00
Per Inge Mathisen 2f84b60214 Remove --self-test command line option, as it was not maintained properly over a very long time. 2012-01-21 17:02:08 +01:00
Per Inge Mathisen 9cc8544991 Fix pause bug when using ctrl+o to change players. 2012-01-21 13:18:06 +01:00
safety0ff 764e0c2134 Add Mac SDL swap interval support.
Closes #3054.

Signed-off-by: dak180
2012-01-17 13:50:57 -05:00
Cyp 944a42b149 Simplify SyncDebugLog.
Removes arbitrary limits on log size and does not assert "Too small". Reduces memory usage slightly.
2012-01-15 16:01:02 +01:00