This removes need for TCP network connection in single-player games.
Instead, game will now create internal pseudo-connection that performs
client<->server communication by posting sent messages to client/server
asio::io_service'a.
This should fix gameplay aborting on switching to another app on iOS (and
apparently, on Android in some cases)
- Moved short, frequently used functions to the BattleHex header for inlining
- Made BattleHex a class with a private hex value
- Moved getClosestTile implementation back to BattleHex
- Enabled access to static precomputed data in BattleHexArray via BattleHex
(note: circular dependency prevented static precomputed containers being directly placed in BattleHex)
- Replaced overcomplicated and broken math on dwelling ID's with fixed
enum
- Fixed broken 2nd upgrades and 8th dwelling
- Removed no longer used enumeration values from building ID's
- Fix crash on attempt to enable mod with recursive dependencies
- Fix crash on attempt to enable Chronicles after failed install
- Fixed crash on attempt to access non-installed mod when repository
checkout is off
- Show error message on failure to load filesystem instead of crash in
launcher
- Added workaround for crash on attempt to delete nonexisting save/map
- Added logging of mod settings to log file to simplify debugging
- Replaced CModInfo class with constant ModDescription class
- Simplified mod loading logic
- Extracted some functionality from ModHandler into separate classes for
future reuse by Launcher
Fixes possible freeze that seems to be caused by client shutting down
socket before sending its final LobbyClientDisconnected packet, leading
to server not processing disconnection of host correctly, which in turn
causes client to wait server shutdown forever.
Looks like regression from #4722
- Fixes#4912 and its duplicates