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path: root/src/net_server.c
AgeCommit message (Expand)Author
2006-10-06Send deh/wad md5sums to players at the waiting screen. Display a warningSimon Howard
2006-10-06Send deh/wad checksums to the server when connecting.Simon Howard
2006-10-05Prevent against deadlock where client and server are both stuck waitingSimon Howard
2006-09-30Make the server stop sending if one of the clients stops acknowledging.Simon Howard
2006-09-29Working drone clients!Simon Howard
2006-09-21Fix a lot of warnings (for fussy compilers) and one always-true checkRussell Rice
2006-09-17Split off query data into a net_querydata_t structure in net_structrw.cSimon Howard
2006-04-06Add the ability to query the current state of servers, and '-query'Simon Howard
2006-04-06Sanity check data received by the server. Send version string earlierSimon Howard
2006-04-01Don't add modules to the server context until after they have been Simon Howard
2006-03-30When all players leave a server, start accepting new connections again.Simon Howard
2006-03-30Split off timer code into separate i_timer.c file. Add d_dedicated.cSimon Howard
2006-03-30Remove hard-coded use of network modules from server code.Simon Howard
2006-03-24Adjust anti-CPU-hogging sleep times.Simon Howard
2006-03-07Store the reason when a connection is disconnected, and display a Simon Howard
2006-03-07Generic console message mechanism. Inform all players when recordingSimon Howard
2006-03-06Give a server-side warning when recording low resolution demos.Simon Howard
2006-02-27Working client sync: adjust the clock to try to match the latency of other Simon Howard
2006-02-24Fix -extraticsSimon Howard
2006-02-24Only advance the receive window if we have received ticcmds from allSimon Howard
2006-02-23Free back packets sent to the server after parsing themSimon Howard
2006-02-23Fix crash when NOT recording lowresSimon Howard
2006-02-23Add lowres_turn to indicate whether we generate angleturns which areSimon Howard
2006-02-23Fix bugs in resend code for server->client dataSimon Howard
2006-02-22Packet resends for server->client gamedataSimon Howard
2006-02-19Move tic number expansion code to common code. Parse game data packetsSimon Howard
2006-02-17Remove debug codeSimon Howard
2006-02-17Full working resends for client->server commsSimon Howard
2006-02-17Request resends for missed packetsSimon Howard
2006-02-16Define a new type net_full_ticcmd_t, a structure containing all ticcmdsSimon Howard
2006-01-22Periodically request the time from clients to estimate their offset toSimon Howard
2006-01-21Add first game data sending code. Check the client version when connecting.Simon Howard
2006-01-12Only start new games when in the waiting-for-start state.Simon Howard
2006-01-12Game start packetsSimon Howard
2006-01-10Reliable packet transport mechanismSimon Howard
2006-01-09Send clients their player number, and indicate on the waiting screenSimon Howard
2006-01-09Deduce a sane player name by examining environment variables. AddSimon Howard
2006-01-08Reject new connections if the server is not in the waiting state.Simon Howard
2006-01-08Allow the server to reject clientsSimon Howard
2006-01-08Fix packet sendSimon Howard
2006-01-08Send keepalives if the connection is not doing anything else.Simon Howard
2006-01-08Move common connection code into net_common.c, shared by serverSimon Howard
2006-01-07Send player name and address in the waiting data packets. Display theseSimon Howard
2006-01-02fix client connected functionSimon Howard
2006-01-02Create NET_SV_Shutdown function to shut down the server. Call itSimon Howard
2006-01-02Refer to connected clients by their AddrToString() output rather than justSimon Howard
2006-01-02Remove test codeSimon Howard
2006-01-02Fix packet not freed back after being sent.Simon Howard
2006-01-02Neater prefixes: NET_Client -> NET_CL_. NET_Server -> NET_SV_.Simon Howard
2006-01-01Client disconnect codeSimon Howard