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-rw-r--r--src/net_server.c137
1 files changed, 0 insertions, 137 deletions
diff --git a/src/net_server.c b/src/net_server.c
index b5cc5675..f7023514 100644
--- a/src/net_server.c
+++ b/src/net_server.c
@@ -1,8 +1,6 @@
// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
-// $Id: net_server.c 699 2006-10-14 13:26:17Z fraggle $
-//
// Copyright(C) 2005 Simon Howard
//
// This program is free software; you can redistribute it and/or
@@ -20,141 +18,6 @@
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
// 02111-1307, USA.
//
-// $Log$
-// Revision 1.35 2006/02/24 19:14:59 fraggle
-// Fix -extratics
-//
-// Revision 1.34 2006/02/24 08:19:45 fraggle
-// Only advance the receive window if we have received ticcmds from all
-// connected players.
-//
-// Revision 1.33 2006/02/23 23:40:30 fraggle
-// Free back packets sent to the server after parsing them
-//
-// Revision 1.32 2006/02/23 19:15:18 fraggle
-// Fix crash when NOT recording lowres
-//
-// Revision 1.31 2006/02/23 19:12:02 fraggle
-// Add lowres_turn to indicate whether we generate angleturns which are
-// 8-bit as opposed to 16-bit. This is used when recording demos without
-// -longtics enabled. Sync this option between clients in a netgame, so
-// that if one player is recording a Vanilla demo, all clients record
-// in lowres.
-//
-// Revision 1.30 2006/02/23 18:20:29 fraggle
-// Fix bugs in resend code for server->client data
-//
-// Revision 1.29 2006/02/22 18:35:55 fraggle
-// Packet resends for server->client gamedata
-//
-// Revision 1.28 2006/02/19 13:42:27 fraggle
-// Move tic number expansion code to common code. Parse game data packets
-// received from the server.
-// Strip down d_net.[ch] to work through the new networking code. Remove
-// game sync code.
-// Remove i_net.[ch] as it is no longer needed.
-// Working networking!
-//
-// Revision 1.27 2006/02/17 21:42:13 fraggle
-// Remove debug code
-//
-// Revision 1.26 2006/02/17 21:40:52 fraggle
-// Full working resends for client->server comms
-//
-// Revision 1.25 2006/02/17 20:15:16 fraggle
-// Request resends for missed packets
-//
-// Revision 1.24 2006/02/16 01:12:28 fraggle
-// Define a new type net_full_ticcmd_t, a structure containing all ticcmds
-// for a given tic. Store received game data in a receive window. Add
-// send queues for clients and add data from the receive window to
-// generate complete sets of ticcmds.
-//
-// Revision 1.23 2006/01/22 22:29:42 fraggle
-// Periodically request the time from clients to estimate their offset to
-// the server time.
-//
-// Revision 1.22 2006/01/21 14:16:49 fraggle
-// Add first game data sending code. Check the client version when connecting.
-//
-// Revision 1.21 2006/01/12 02:18:59 fraggle
-// Only start new games when in the waiting-for-start state.
-//
-// Revision 1.20 2006/01/12 02:11:52 fraggle
-// Game start packets
-//
-// Revision 1.19 2006/01/10 19:59:26 fraggle
-// Reliable packet transport mechanism
-//
-// Revision 1.18 2006/01/09 02:03:39 fraggle
-// Send clients their player number, and indicate on the waiting screen
-// which client we are.
-//
-// Revision 1.17 2006/01/09 01:50:51 fraggle
-// Deduce a sane player name by examining environment variables. Add
-// a "player_name" setting to chocolate-doom.cfg. Transmit the name
-// to the server and use the names players send in the waiting data list.
-//
-// Revision 1.16 2006/01/08 05:06:06 fraggle
-// Reject new connections if the server is not in the waiting state.
-//
-// Revision 1.15 2006/01/08 04:52:26 fraggle
-// Allow the server to reject clients
-//
-// Revision 1.14 2006/01/08 03:36:17 fraggle
-// Fix packet send
-//
-// Revision 1.13 2006/01/08 02:53:05 fraggle
-// Send keepalives if the connection is not doing anything else.
-// Send all packets using a new NET_Conn_SendPacket to support this.
-//
-// Revision 1.12 2006/01/08 00:10:48 fraggle
-// Move common connection code into net_common.c, shared by server
-// and client code.
-//
-// Revision 1.11 2006/01/07 20:08:11 fraggle
-// Send player name and address in the waiting data packets. Display these
-// on the waiting screen, and improve the waiting screen appearance.
-//
-// Revision 1.10 2006/01/02 21:48:37 fraggle
-// fix client connected function
-//
-// Revision 1.9 2006/01/02 21:04:10 fraggle
-// Create NET_SV_Shutdown function to shut down the server. Call it
-// when quitting the game. Print the IP of the server correctly when
-// connecting.
-//
-// Revision 1.8 2006/01/02 20:13:06 fraggle
-// Refer to connected clients by their AddrToString() output rather than just
-// the pointer to their struct. Listen for IP connections as well as
-// loopback connections.
-//
-// Revision 1.7 2006/01/02 17:24:40 fraggle
-// Remove test code
-//
-// Revision 1.6 2006/01/02 00:54:17 fraggle
-// Fix packet not freed back after being sent.
-// Code to disconnect clients from the server side.
-//
-// Revision 1.5 2006/01/02 00:00:08 fraggle
-// Neater prefixes: NET_Client -> NET_CL_. NET_Server -> NET_SV_.
-//
-// Revision 1.4 2006/01/01 23:54:31 fraggle
-// Client disconnect code
-//
-// Revision 1.3 2005/12/30 18:58:22 fraggle
-// Fix client code to correctly send reply to server on connection.
-// Add "waiting screen" while waiting for the game to start.
-// Hook in the new networking code into the main game code.
-//
-// Revision 1.2 2005/12/29 21:29:55 fraggle
-// Working client connect code
-//
-// Revision 1.1 2005/12/29 17:48:25 fraggle
-// Add initial client/server connect code. Reorganise sources list in
-// Makefile.am.
-//
-//
// Network server code
//