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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