diff options
Diffstat (limited to 'src/net_server.c')
-rw-r--r-- | src/net_server.c | 137 |
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 // |