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AgeCommit message (Expand)Author
2006-01-10Shut up compiler warningsSimon 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
2006-01-08Strip carriage returns from the end of lines when reading configurationSimon Howard
2006-01-08show_endoom config file option to disable the endoom screenSimon Howard
2006-01-08Play some random music for the players while waiting for the game toSimon Howard
2006-01-08Seed the M_Random random number generator from the system time to giveSimon Howard
2006-01-08Add S_MusicPlaying function to query if music is still playing.Simon Howard
2006-01-08Reject new connections if the server is not in the waiting state.Simon Howard
2006-01-08Don't grab the mouse on the net waiting screenSimon Howard
2006-01-08Allow the server to reject clientsSimon Howard
2006-01-08Fix double free of addressesSimon Howard
2006-01-08Fix packet sendSimon Howard
2006-01-08Detect when client connection is disconnected.Simon 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
2006-01-07Only display a warning when unable to emulate a spechit overrunSimon Howard
2006-01-07Import the spechit overrun code from prboom-plus. Thanks to Andrey BudkoSimon Howard
2006-01-07Fix the behavior when expanding sound effects (again). Doom actuallySimon Howard
2006-01-06Fix the "-skill 0" hack commonly used under DOSSimon Howard
2006-01-05Fixes for big endian machines (thanks locust)Simon Howard
2006-01-05Specify signed char explicitly for ticcmd_t fields.Simon Howard
2006-01-02Move I_InitGraphics call to be invoked earlier in D_DoomMain. Call theSimon Howard
2006-01-02Restructure the waiting screen code. Establish our own separate eventSimon Howard
2006-01-02fix client connected functionSimon Howard
2006-01-02Create NET_SV_Shutdown function to shut down the server. Call itSimon Howard
2006-01-02Change AddrToString function to use an internal static buffer, forSimon Howard
2006-01-02Clear the screen AFTER initialising the loading disk buffer, so thatSimon Howard
2006-01-02Add a "-client" option to test connecting to a local server.Simon Howard
2006-01-02Fix connect timeout and shutdown client properly if we fail to connect.Simon Howard
2006-01-02Refer to connected clients by their AddrToString() output rather than justSimon Howard
2006-01-02Rename i_net_module -> net_sdl_module. Fix the AddrToString method.Simon Howard
2006-01-02Remove test codeSimon Howard
2006-01-02Fix packet not freed back after being sent.Simon Howard
2006-01-02Encapsulate the event queue code properly. Add a D_PopEvent functionSimon Howard
2006-01-02Make functions static. Remove unused variable.Simon Howard
2006-01-02Neater prefixes: NET_Client -> NET_CL_. NET_Server -> NET_SV_.Simon Howard
2006-01-01Client disconnect codeSimon Howard
2006-01-01Remove GS_WAITINGSTART gamestate. This will be independent of the mainSimon Howard
2006-01-01String read/write functionsSimon Howard
2005-12-30Fix client code to correctly send reply to server on connection.Simon Howard
2005-12-30Millisecond clock functionSimon Howard
2005-12-29Working client connect codeSimon Howard
2005-12-29Add initial client/server connect code. Reorganise sources list inSimon Howard
2005-12-29Automatically initialise the address tableSimon Howard
2005-11-17Catch SDL_QUIT event on ENDOOM displaySimon Howard
2005-10-30Add foundation code for the new networking systemSimon Howard
2005-10-29Fix help screen orderings and skull positions to make Chocolate DoomSimon Howard