Branch: refs/heads/master
Home: https://github.com/Warzone2100/warzone2100
Commit: 69e0e280b97d427dda6bd74942b916b70cf3e79f
https://github.com/Warzone2100/warzone2100/commit/69e0e280b97d427dda6bd74942b916b70cf3e79f
Author: Cyp <[email protected]>
Date: 2013-06-03 (Mon, 03 Jun 2013)
Changed paths:
M lib/framework/crc.cpp
M lib/framework/crc.h
M lib/framework/debug.h
M lib/netplay/nettypes.cpp
M lib/netplay/nettypes.h
M src/main.cpp
M src/multiint.cpp
M src/multistat.cpp
M src/multistat.h
M src/multisync.cpp
Log Message:
-----------
identity: Give players unique unspoofable player IDs.
Players generate private keys (stored in the .sta files). Replies to NET_PING
are now signed, so if the ping of a
player is not ∞, and you recognise the player ID of the player, then you know
the ping is from the same player as
before.
Commit: 5daa48b880ce5ff6d696c964c66aa7d635eb1653
https://github.com/Warzone2100/warzone2100/commit/5daa48b880ce5ff6d696c964c66aa7d635eb1653
Author: Cyp <[email protected]>
Date: 2013-06-03 (Mon, 03 Jun 2013)
Changed paths:
M data/base/palette.txt
M lib/ivis_opengl/piepalette.h
M src/multiint.cpp
M src/multiplay.cpp
M src/multistat.cpp
M src/multistat.h
Log Message:
-----------
identity: Show players in different colours, depending on whether the player
was seen before or is lagging.
Also, don't start the game if a player is lagging, since in that case, the game
might anyway not actually start
until the player finally times out.
Compare:
https://github.com/Warzone2100/warzone2100/compare/e67fde4eec27...5daa48b880ce
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