mirror of https://github.com/OpenTTD/OpenTTD
(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
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@ -1,5 +1,5 @@
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Multiplayer manual for OpenTTD
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Last updated: 2011-01-20
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Last updated: 2011-02-16
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------------------------------------------------------------------------
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@ -17,6 +17,12 @@ Table of contents
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1.0) Starting a server
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---- -----------------
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- Make sure that you have your firewall of the computer as well as possible
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routers or modems of the server configured such that:
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* port 3979 is free for both UDP and TCP connections in- and outgoing
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* port 3978 is free outbound for UDP in order to advertise with the master
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server (if desired). Otherwise you'll have to tell players your IP.
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* port 3977 if use of the admin interface is desired (see admin_network.txt)
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- Click "multiplayer" on the startup screen
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- Click "start server"
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- Type in a game name
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@ -206,7 +212,8 @@ Table of contents
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6.0) Troubleshooting
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---- ---------------
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- My advertising server does not show up in list at servers.openttd.org
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Run openttd with the '-d net=2' parameter, as this will show whether it
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receives replies from the master server. If it does not receive replies it
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is most likely that you need to configure your router to forward ports
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3979 (both TCP and UDP) to the computer that is hosting the game.
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Run openttd with the '-d net=2' parameter. That will show which incoming
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communication is received, whether the replies from the master server or
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communication from an admin tool reach the programme. See section 1
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'Starting a server' further up for the ports and protocols used by OpenTTD.
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The ports can be configured in the config file.
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@ -95,8 +95,14 @@ static uint16 ParseKeycode(const char *start, const char *end)
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uint16 code = ParseCode(start, cur);
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if (code == 0) return 0;
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if (code & WKC_SPECIAL_KEYS) {
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/* Some completely wrong keycode we don't support. */
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if (code & ~WKC_SPECIAL_KEYS) return 0;
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keycode |= code;
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} else {
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/* Ignore invalid keycodes */
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if (code >= 128) {
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return 0;
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}
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/* Ignore the code if it has more then 1 letter. */
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if (keycode & ~WKC_SPECIAL_KEYS) return 0;
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keycode |= code;
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@ -347,7 +347,12 @@ protected:
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/** Sort the server list */
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void SortNetworkGameList()
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{
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if (!this->servers.Sort()) return;
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bool did_sort = this->servers.Sort();
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/* In case of 0 or 1 servers there is no sorting, thus this->list_pos
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* isn't set to a "sane" value. So, we only take the short way out
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* when we did not (re)sort and we have a valid this->list_pos, or
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* there are no servers to actually select. */
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if (!did_sort && (this->list_pos != SLP_INVALID || this->servers.Length() == 0)) return;
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/* After sorting ngl->sort_list contains the sorted items. Put these back
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* into the original list. Basically nothing has changed, we are only
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@ -285,7 +285,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::CloseConnection(NetworkRecvSta
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NetworkClientSocket *cs;
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FOR_ALL_CLIENT_SOCKETS(cs) {
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if (cs->writable) {
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if (cs->SendPackets() && cs->status == STATUS_MAP) {
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if (cs->SendPackets() != SPS_CLOSED && cs->status == STATUS_MAP) {
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/* This client is in the middle of a map-send, call the function for that */
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cs->SendMap();
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}
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@ -2419,7 +2419,7 @@ CommandCost CmdDeleteTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32
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try_clear = true;
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} else {
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/* Tell to find a new town. */
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o->town = NULL;
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if (flags & DC_EXEC) o->town = NULL;
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}
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}
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}
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