Commit Graph

36 Commits

Author SHA1 Message Date
Mark Vejvoda cc4f268988 - some additional AI caching for improved performance 2010-11-11 08:02:50 +00:00
Mark Vejvoda d89953ee96 - improved performance and bug fixes. 2010-11-09 09:06:52 +00:00
Mark Vejvoda c47b6c676c - attempt to further improve pathfinder performance when MANY units are on the map 2010-10-26 06:43:42 +00:00
Mark Vejvoda bbc8f96327 - better masterserver thread management during game play (do not start the thread for non published games) 2010-10-24 05:52:21 +00:00
Mark Vejvoda be979590c1 - more compiler warning cleanup 2010-10-21 17:42:45 +00:00
Mark Vejvoda d6d1fe2add - bugfixes for multi-build. Now the other units are checked that they can not only build but repair too. Also those who repair now try to approach from the best angle as well as the builder. 2010-09-01 04:19:20 +00:00
Mark Vejvoda ca49e0ba68 - attempt to fix multi-build 2010-08-31 23:14:15 +00:00
Mark Vejvoda e32eb9c162 - modified command object to support special states which flow through network play as well. This allows for better handling of multi-unit build and allows for better future expanding of command processing. 2010-08-30 20:45:12 +00:00
Mark Vejvoda 2ea8b69e22 - first attempt at allowing multiple units to build at the same time 2010-08-28 01:46:26 +00:00
Mark Vejvoda 8478ab80b3 - bugfixes for malformed debug statements
- updated version to 3.3.5.1
- added more null checks
- changes to try to fix crash when ending a game (delete cells bug)
2010-07-06 05:30:34 +00:00
Mark Vejvoda 4fd75e5d7d - fixed two nasty AI bugs which would cause out of synch and memory corruption problems
- added new glest.ini setting to log commands for each client
2010-06-08 07:40:32 +00:00
Mark Vejvoda cf6d43247d added networkframeperiod support to gamesettings and added possibility to over-ride in glest.ini for now 2010-06-05 07:52:14 +00:00
Mark Vejvoda 1c9b85418a - Some initial changes in prep for support server controlled AI 2010-06-01 16:54:44 +00:00
Mark Vejvoda 8ea52485cc - Attempt to fix unit id allocation issues 2010-05-31 09:24:44 +00:00
Mark Vejvoda 0069fbf4f0 - added more debug code and fixed a server bug where client connecting at the same time a server opens a slot would result in a crash sometimes. 2010-05-31 06:11:31 +00:00
Mark Vejvoda ffef6e4098 - more debug info to hunt down synch issue 2010-05-29 10:34:56 +00:00
Mark Vejvoda 9159d44b7a - added a VERY IMPORTANT synch check in order to find unit id mismatch 2010-05-29 08:23:52 +00:00
Mark Vejvoda b31531db1f more user friendly error handling, try to display most errors in a nice messagebox in-game 2010-05-29 07:58:58 +00:00
Mark Vejvoda a03853ad13 - made some stability improvements
- Fixed chat message processing
2010-05-28 14:59:09 +00:00
Mark Vejvoda f0da609e7f trying to track down network bugs 2010-05-28 00:57:24 +00:00
Mark Vejvoda ac34fc6d99 Commented out some mutex use that should no longer be required. 2010-05-28 00:26:29 +00:00
Mark Vejvoda b69d808a0b - added loads of debug potential. We can now output most objects as a string for logging purposes.
- when we get the command type id not found error we now dump the whole world to a textfile
- Pressing the | hotkey at any time during a game dumps the whole world to a textfile
2010-05-18 03:53:57 +00:00
Mark Vejvoda 1ae2a9ae10 - Added partial threaded network server handling of incoming socket data to try to improve performance
- Small changes to client network handling to be more accurate and efficient
- Added observer mode when a user loses a network game
2010-05-15 18:59:17 +00:00
Mark Vejvoda f091df9954 - added a more simpler version of right click to set meeting point from RCL 2010-05-10 23:56:55 +00:00
Mark Vejvoda 8aa14009d1 - added a more proper #define setup to completely stub out debugging to test performance
(simply uncomment #define UNDEF_DEBUG and the debug statements become nothing)
- Added piles of experimental changes for testing different performance scenarios (all of these changes are turned off by default and will most likely eventually be removed)
2010-05-07 06:46:55 +00:00
Mark Vejvoda 58386a72e8 Bugfix for cases where command cache was not yet initialized 2010-05-01 09:27:08 +00:00
Mark Vejvoda d412cb5f79 Added a bunch of NULL pointer guards, changed undertake to cleanup dead units more safely and added more debug tracing 2010-04-20 02:19:37 +00:00
PolitikerNEU e06e964728 Added queing commands with shift 2010-04-18 07:35:48 +00:00
Mark Vejvoda e9453ae7d1 Updated version # for current development 2010-04-18 06:01:20 +00:00
Mark Vejvoda 30c4eb2b96 Added some performance logging capabilities and socket cleanup for new broadcast thread sockets 2010-04-15 01:19:00 +00:00
James McCulloch 00dd0f490d * fix for map names (possible duplicate entries if mgm and gbm with same name) & alphabetically sorted now
* re-implemented building rotation (Note: requires particle systems that should be rotated with the building to be 'relative')
2010-03-25 12:15:10 +00:00
Mark Vejvoda d713349187 Changed unit rotation logic to attach to existing ccBuild command (placing rotateAmount into the targetId field which was always unused for this commandtype). Commented out the old network code that was used to do this for now. 2010-03-22 04:47:16 +00:00
Mark Vejvoda 965a7ac2ba Updated debug logic to use a debug class to better control debug logging and centralize the control of it. 2010-03-19 23:26:00 +00:00
Mark Vejvoda f838293632 Added code for the following:
a) Complete Unit Rotation for multi-player
b) Added support for user defined data folders
2010-03-18 21:26:40 +00:00
Mark Vejvoda 43c3f2457e Code Restructuring to make mega-glest more standard 2010-03-12 05:20:53 +00:00
Titus Tscharntke 0ce9b5fcac initial version ( megaglest 3.2.3-beta3 ) 2010-01-22 01:45:58 +00:00