1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-12-28 23:06:24 +02:00
Commit Graph

32 Commits

Author SHA1 Message Date
Ivan Savenko
f8541d0ae4 Merge branch 'vcmi/master' into 'vcmi/develop' 2023-09-15 13:59:02 +03:00
Ivan Savenko
d070953c28 Fix open backpack strings 2023-09-12 21:28:36 +03:00
Ivan Savenko
538665fe42 Fix "Start game" blocking status:
- Start game is now initially blocked
- Receiving valid startInfo from server will unlock button
2023-09-12 21:15:15 +03:00
nordsoft
d758727c23 Basic timer ui is almost complete 2023-08-28 17:10:52 +04:00
Nordsoft91
ef4fddd0c4
Merge pull request #2570 from Laserlicht/town_selection_window
Town selection window
2023-08-20 17:37:45 +04:00
Nordsoft91
4a6deedd5e
Merge pull request #2530 from Nordsoft91/tutorial
Support tutorial
2023-08-19 18:06:15 +04:00
Michael
077ec65bf6
simplify 2023-08-17 18:15:42 +02:00
Michael
e61dc2ec23
constants 2023-08-17 17:54:53 +02:00
Michael
1d76f456ad
change servercode to make it more robust 2023-08-14 00:08:48 +02:00
Ivan Savenko
f13a53c1d9 Merge remote-tracking branch 'vcmi/beta' into develop 2023-08-12 17:28:47 +03:00
nordsoft
70d04ad957 Replace thread approach with callback based 2023-08-11 20:04:14 +04:00
Ivan Savenko
c524caee5c Fixed possible uncaught exception on starting map 2023-08-06 17:46:49 +03:00
Ivan Savenko
7f72f7a82c Cleanup server connection code a bit 2023-07-30 20:15:32 +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
57df1c3e0d Implemented gesture for town/hero lists and town/hero selection 2023-06-05 19:12:24 +03:00
Andrii Danylchenko
9f55666931 rework netpacks to avoid double typeinfo 2023-02-13 20:26:39 +02:00
Hennadii Chernyshchyk
eec7d91f2c Remove unused forward declaration 2022-12-15 15:33:30 +04:00
Hennadii Chernyshchyk
8de6c4a704 Fix SharedMemory declaration
Should be under VCMI_LIB_NAMESPACE_BEGIN
2022-12-15 15:33:30 +04:00
nordsoft
97e5fc8a07 Lobby works 2022-11-08 04:44:34 +04:00
nordsoft
0ea5a8fbe7 Merge remote-tracking branch 'upstream/develop' into mp-disconnection
# Conflicts:
#	server/CVCMIServer.cpp
2022-10-04 17:41:43 +04:00
Andrii Danylchenko
04490b709a
Merge pull request #1000 from vcmi/multiplayer
Multiplayer
2022-10-03 20:16:39 +03:00
nordsoft
512cf014aa Freeze current state 2022-10-03 20:47:00 +04:00
Andrey Filipenkov
8f51a8756b restore last used address in Multiplayer join dialog
in all other cases (when machine is host) hardcoded localhost address is displayed
2022-10-01 17:41:12 +03:00
nordsoft
fea05a4320 Finally game restart works
# 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
Nordsoft91
d4f97aadf0
Merge branch 'develop' into incomatibility-response 2022-09-25 13:26:07 +04:00
Andrey Filipenkov
605d5b6481 add dedicated macro when building as single process
fix kambala-decapitator/vcmi#40
2022-09-24 15:55:25 +03:00
Andrey Filipenkov
ff635edc0b wrap all library code into namespace if VCMI_LIB_NAMESPACE is defined
preparation for having client and server in a single process
2022-09-24 15:55:21 +03:00
nordsoft
e74890c4b1 Add system message about mods incompatibility 2022-09-23 15:02:45 +04:00
Dydzio
1cc2ef537b Add proper thread synchronization for campaigns 2019-03-30 00:28:33 +01:00
Dydzio
e4a9ce3efe Do not create main menu UI for game restart (#462) 2018-07-19 00:58:38 +03:00
Arseniy Shestakov
ac66fc7f42 Full rework of pre-game interface and networking
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