Ivan Savenko
5b21a5ffbc
Simturn duration is now part of StartInfo
2023-09-26 13:42:20 +03:00
Ivan Savenko
c4bc6840ea
Moved management of turn order into a new class
2023-08-24 23:34:33 +03:00
Nordsoft91
1bad0e96ef
Merge pull request #2635 from Nordsoft91/loading-bar
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Loading progress bar
2023-08-23 17:28:19 +04:00
nordsoft
dfaf778d16
Redesign loading solution
2023-08-22 20:10:20 +04:00
nordsoft
d50edc28ab
Merge remote-tracking branch 'upstream/develop' into turn-timer
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# Conflicts:
# server/CGameHandler.cpp
# server/CGameHandler.h
2023-08-22 00:54:38 +04:00
nordsoft
584dd20943
Progress on server side for rmg
2023-08-21 19:21:22 +04:00
nordsoft
3c9c302fd2
TurnTimerInfo
2023-08-14 02:16:25 +04:00
Michael
1d76f456ad
change servercode to make it more robust
2023-08-14 00:08:48 +02:00
Ivan Savenko
f6b2f58da9
Use inheritance instead of composition for campaign header
2023-06-26 17:15:59 +03:00
Ivan Savenko
a08fe09517
Added encapsulation for CampaignState class
2023-06-26 17:15:59 +03:00
Ivan Savenko
8420a90aa4
Reorganization of campaigns code
2023-06-26 17:15:59 +03:00
Ivan Savenko
d1e5a347ff
Refactoring of campaign handler: rename types and use strong typing
2023-06-26 17:15:59 +03:00
Ivan Savenko
506c3d29bc
Replaced vstd clamp with std version
2023-04-12 01:03:14 +03:00
Andrii Danylchenko
9f55666931
rework netpacks to avoid double typeinfo
2023-02-13 20:26:39 +02:00
Ivan Savenko
facf77b3ae
vstd::unique -> std::unique
2022-12-07 23:36:20 +02:00
nordsoft
930f03e812
uuid check
2022-10-04 20:54:40 +04:00
nordsoft
b91bb41a80
One step forward
2022-10-04 02:25:22 +04:00
nordsoft
512cf014aa
Freeze current state
2022-10-03 20:47:00 +04:00
nordsoft
fea05a4320
Finally game restart works
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# Conflicts:
# lib/CGameState.cpp
# server/CVCMIServer.cpp
2022-09-29 21:08:05 +04:00
nordsoft
7ee4fca120
Pass whole gamestate over network
2022-09-28 23:15:05 +04:00
nordsoft
e74890c4b1
Add system message about mods incompatibility
2022-09-23 15:02:45 +04:00
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
Karlis Senko
965b33d16a
Server: add GAMEPLAY_STARTING state ( #450 )
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Fixes issue 2962.
2018-04-23 00:26:40 +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