1
0
Fork 0

(svn r22099) [1.1] -Backport from trunk:

- Fix: Remove invalid keycodes when reading hotkeys.cfg [FS#4510] (r22094)
- Fix: The server list did not get sorted with one item in it, so the 'position in the list' variable was never updated causing problems when using the keyboard shortcuts for scrolling [FS#4514] (r22093)
- Fix: When deleting towns, only relocate objects during DC_EXEC (r22087)
release/1.1
rubidium 2011-02-18 20:35:40 +00:00
parent 177135320d
commit fab07a9265
5 changed files with 26 additions and 8 deletions

View File

@ -1,5 +1,5 @@
Multiplayer manual for OpenTTD
Last updated: 2011-01-20
Last updated: 2011-02-16
------------------------------------------------------------------------
@ -17,6 +17,12 @@ Table of contents
1.0) Starting a server
---- -----------------
- Make sure that you have your firewall of the computer as well as possible
routers or modems of the server configured such that:
* port 3979 is free for both UDP and TCP connections in- and outgoing
* port 3978 is free outbound for UDP in order to advertise with the master
server (if desired). Otherwise you'll have to tell players your IP.
* port 3977 if use of the admin interface is desired (see admin_network.txt)
- Click "multiplayer" on the startup screen
- Click "start server"
- Type in a game name
@ -206,7 +212,8 @@ Table of contents
6.0) Troubleshooting
---- ---------------
- My advertising server does not show up in list at servers.openttd.org
Run openttd with the '-d net=2' parameter, as this will show whether it
receives replies from the master server. If it does not receive replies it
is most likely that you need to configure your router to forward ports
3979 (both TCP and UDP) to the computer that is hosting the game.
Run openttd with the '-d net=2' parameter. That will show which incoming
communication is received, whether the replies from the master server or
communication from an admin tool reach the programme. See section 1
'Starting a server' further up for the ports and protocols used by OpenTTD.
The ports can be configured in the config file.

View File

@ -95,8 +95,14 @@ static uint16 ParseKeycode(const char *start, const char *end)
uint16 code = ParseCode(start, cur);
if (code == 0) return 0;
if (code & WKC_SPECIAL_KEYS) {
/* Some completely wrong keycode we don't support. */
if (code & ~WKC_SPECIAL_KEYS) return 0;
keycode |= code;
} else {
/* Ignore invalid keycodes */
if (code >= 128) {
return 0;
}
/* Ignore the code if it has more then 1 letter. */
if (keycode & ~WKC_SPECIAL_KEYS) return 0;
keycode |= code;

View File

@ -347,7 +347,12 @@ protected:
/** Sort the server list */
void SortNetworkGameList()
{
if (!this->servers.Sort()) return;
bool did_sort = this->servers.Sort();
/* In case of 0 or 1 servers there is no sorting, thus this->list_pos
* isn't set to a "sane" value. So, we only take the short way out
* when we did not (re)sort and we have a valid this->list_pos, or
* there are no servers to actually select. */
if (!did_sort && (this->list_pos != SLP_INVALID || this->servers.Length() == 0)) return;
/* After sorting ngl->sort_list contains the sorted items. Put these back
* into the original list. Basically nothing has changed, we are only

View File

@ -285,7 +285,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::CloseConnection(NetworkRecvSta
NetworkClientSocket *cs;
FOR_ALL_CLIENT_SOCKETS(cs) {
if (cs->writable) {
if (cs->SendPackets() && cs->status == STATUS_MAP) {
if (cs->SendPackets() != SPS_CLOSED && cs->status == STATUS_MAP) {
/* This client is in the middle of a map-send, call the function for that */
cs->SendMap();
}

View File

@ -2419,7 +2419,7 @@ CommandCost CmdDeleteTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32
try_clear = true;
} else {
/* Tell to find a new town. */
o->town = NULL;
if (flags & DC_EXEC) o->town = NULL;
}
}
}