Ivan Savenko
c1c552d394
Replaced some of pointers to CPack's with references
2024-10-07 14:59:14 +00:00
Ivan Savenko
48c92711f2
Fixed deserialization of new artifacts (and possibly some other objects)
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Was broken in my previous PR, since pointer graph serialization was
enabled by default, leading to deserializationFix triggering on netpack
apply.
Cleaned up / clarified code
2024-07-29 18:19:15 +00:00
Ivan Savenko
31738e8f90
Always track already serialized pointers to avoid infinite recursion on
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sending complex objects
2024-07-20 18:29:41 +00:00
Ivan Savenko
e5dba942ac
Clear buffer (if any). Avoids false-positives with memcheck if buffer
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contains old data
2024-06-12 18:13:21 +00:00
Ivan Savenko
888149c6f6
Implemented simple versioning system for multiplayer
2024-05-29 20:08:32 +00:00
Ivan Savenko
bc9e961252
Better checks for incoming data
2024-02-25 20:05:52 +02:00
Ivan Savenko
6901945b6e
Fix possible thread race on sending packet from two threads
2024-02-25 20:05:28 +02:00
Ivan Savenko
bd4c7e3ac0
Added LobbyPrepareStartGame pack to replace old workarounds
2024-02-03 19:57:23 +02:00
Ivan Savenko
2c2bec791c
Fixes and cleanup of game client network shutdown and restart
2024-02-03 19:27:04 +02:00
Ivan Savenko
03fcfe3392
Use std::byte in serializer
2024-02-02 13:09:12 +02:00
Ivan Savenko
29c0989849
Use std::byte to manage network data
2024-02-02 02:02:09 +02:00
Ivan Savenko
322c5faf63
Merge remote-tracking branch 'vcmi/develop' into lobby
2024-01-26 16:52:23 +02:00
Ivan Savenko
388ca6e776
Added list of active accounts and rooms to UI. Added room creation logic
2024-01-26 16:32:36 +02:00
Ivan Savenko
fc4ae3bd8c
Merge remote-tracking branch 'vcmi/develop' into lobby
2024-01-20 23:01:49 +02:00
Ivan Savenko
0c07384293
Refactoring of serialization versioning handling
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- Removed 'version' field from serialize() method
- Handler classes - Binary(De)Serializer now have 'version' field
- Serialization versioning now uses named enum
Save compatibility with 1.4.X saves should be intact
2024-01-20 20:34:51 +02:00
Ivan Savenko
80e960bc8e
Finalized new TCP networking API
2024-01-19 23:52:28 +02:00
Ivan Savenko
22f0ca67c6
Fix connection to game lobby & map load
2024-01-19 23:49:59 +02:00
Ivan Savenko
0a1153e1c6
Switch client-server communication to new API
2024-01-19 23:49:59 +02:00
Ivan Savenko
60ffb81b33
Replaced remaining placeholder code with callbacks
2024-01-19 13:55:22 +02:00
Ivan Savenko
84d9078bd9
Throw exception instead of failing with SIGSEGV
2023-12-17 19:44:45 +02:00
Ivan Savenko
a1f4748bbc
Fix socket shutdown
2023-12-03 19:44:58 +02:00
Ivan Savenko
5d16f035d7
Workaround for crash on winning the game
2023-11-27 14:09:08 +02:00
Ivan Savenko
a6f37b7cd7
Fixed few more memory leaks in client
2023-11-13 16:27:15 +02:00
Ivan Savenko
5c810df36f
Reorganized types registration code
2023-11-11 00:39:08 +02:00
Ivan Savenko
7f72f7a82c
Cleanup server connection code a bit
2023-07-30 20:15:32 +03:00
Ivan Savenko
85262cf4f5
Moved CGameState files into a separate directory
2023-06-26 17:15:59 +03:00
Ivan Savenko
acac42291e
Remove excessive CMap.h includes
2023-05-31 23:18:38 +03:00
Ivan Savenko
ea1d177c9b
Fixed false error messages on game startup
2023-03-31 01:28:56 +03:00
Konstantin
8661496f6c
vcmi: modernize lib/serializer
2023-02-12 21:23:00 +03:00
Andrii Danylchenko
a954cc08fb
Made intermediate class to hide some implementation details from header.
2022-12-27 12:55:31 +02:00
Andrii Danylchenko
c271f9187f
Connection buffered read cpack.
2022-12-26 21:49:53 +02:00
Andrii Danylchenko
cb13064a62
Socket buffered write. Write full cpack at once
2022-12-26 20:17:53 +02:00
Andrey Filipenkov
35e1b86683
remove no longer needed adjustments
2022-09-24 15:55:24 +03:00
Andrey Filipenkov
ff635edc0b
wrap all library code into namespace if VCMI_LIB_NAMESPACE is defined
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preparation for having client and server in a single process
2022-09-24 15:55:21 +03:00
Andrey Filipenkov
dde9a5d5d2
todo updates
2022-09-24 15:55:17 +03:00
Andrey Filipenkov
2e18299897
make server a static lib, run it in a separate thread
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issues to solve:
- dynamic_cast error 2: One or more of the following type_info's has hidden visibility or is defined in more than one translation unit. They should all have public visibility. 13CPackForLobby, 20LobbyClientConnected, 20LobbyClientConnected.
- error setting socket option: set_option: No buffer space available
2022-09-24 15:55:16 +03:00
John Bolton
a05ae78e67
Fixed lots of warnings.
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Disabled the following (for MSVC only) that couldn't (or shouldn't) be fixed.
4003: not enough actual parameters for macro 'identifier'
4250: 'class1' : inherits 'class2::member' via dominance
4251: 'type' : class 'type1' needs to have dll-interface to be used by clients of class 'type2'
4275: non dll-interface class 'type1' used as base for dll-interface class 'type2'
2020-10-04 02:20:18 -07:00
Karlis Senko
224ea28433
Fix various memory errors related to server and connections.
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* keep connection when restarting scenario
* wrong double free in Connection
* multiple use after free when stopping server
* double free of StartInfo
2018-05-01 00:04:20 +03:00
Arseniy Shestakov
f5d8e5b0cc
Move Boost Asio compatibility code to Global.h. Fix by @dydzio06143
2018-04-05 19:35:08 +07:00
Arseniy Shestakov
74e5c5bf05
CGameHandler: rename CPackForClient argument and add network logging
2018-04-04 14:24:32 +07:00
Arseniy Shestakov
ac66fc7f42
Full rework of pre-game interface and networking
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New features for players:
* Loading for multiplayer. Any save could be used for multiplayer.
* Restart for multiplayer. All clients will restart together.
* Loading from single save.
* Hotseat mixed with network game. Multiple players per client.
* Now connection to server could be cancelled.
* Return to menu on disconnections instead of crashes.
* Restoring of last selected map, save or campaign on next run.
TLDR on important changes in engine code:
* UI: work with server separated from UI
* UI: all explitic blitting replaced with IntObject's
* UI: all new code use smart pointers instead of DISPOSE
* Gameplay always start through lobby controlled by server.
* Threads receiving netpacks now shared for lobby and gameplay.
* Campaigns: heroes for crossover now serialized as JsonNode.
2018-04-04 14:24:26 +07:00
Raphnalor
83c6ffbda0
Reflect changes in boost::asio released in Boost 1.66. ( #428 )
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The service template parameters are disabled by default for now.
Use BOOST_ASIO_ENABLE_OLD_SERVICES macro to enable the old interface.
2018-03-11 21:02:20 +08:00
Arseniy Shestakov
324717acbe
Spelling fixes: privilaged -> privileged, retreive -> retrieve
2018-02-10 21:52:23 +03:00
Arseniy Shestakov
da117e9255
Code style: remove void from constructors without arguments
2018-01-13 11:51:47 +03:00
AlexVinS
15138c23de
Finished conversion to new logging API
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* removed logger streams
* (float3|int3)::operator() -> (float3|int3)::toString(), it was too ugly and confusing.
2017-08-11 23:06:27 +03:00
AlexVinS
a8a3230798
Logging cleanup (server).
2017-08-11 16:50:00 +03:00
AlexVinS
61e241308d
Logging cleanup
2017-08-10 19:52:05 +03:00
ArseniyShestakov
b52cfe5283
Code style: use parentheses for creating heap-based objects ( #344 )
2017-07-16 12:58:05 +03:00
Arseniy Shestakov
f1e5797834
Code style: move or add licensing information on top of every file
2017-07-14 01:26:03 +03:00
Arseniy Shestakov
d84f61fc96
CConnection: use std::static for port conversion
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Apperantly boost::lexical on Windows will add commas into output.
2017-06-04 16:48:04 +03:00