According to SDL documentation, the SDL implementation of timedwait may
suck on some platforms, so it should only be used, where high CPU usage
during the wait is no issue.
getpckserver() will now only wait for one second for access to the
package server list and return an error instead of waiting indefinitely.
* own source file for autodownload
* use cleaned up zip functions
* use new http get function (no more curl)
* enforce strict file naming rules and file size limits
* ping all package servers on every game start to determine ping times
* support media file update lists (also kept on package servers)
* allow users to manually prioritise package servers
* automatically select server with newest media file revision
new or changed commands:
addpckserver hostname [priority]
Adds a host name to the list of package servers. If a priority is given,
it influences the sorting of servers. Servers with higher priority are
queried first. If servers have the same priority, they are sorted by
ping. Default priority is zero.
getpackageserver
Returns a table with four columns of all configured package servers. The
columns are: host name, priority, ping and resolved.
"resolved" is a flag, indicating, if the server answered the ping during
game start.
removed cubescript idents: sortpckservers gamestarts
DOCREF addpckserver getpckserver
Check printf-like functions like conoutf, if format strings and argument
lists match.
This commit also fixes a lot of code parts that actually had mismatching
argument lists - or did things, that this check does not like.
numtime() was rewritten in an ugly but very portable fashion (it's
recommended to stay away from "long long" format entries, because errors
usually only come up at runtime).
(some code was copied from sauer)
Keys 5, 6 and 7 (in combination with the scrollwheel) can be used to alter
the new entity attributes.
Pressing editmeta (LCTRL by default) speeds up the scrolling.
(Parts of the roll code are borrowed from Alejandro V. Garcia's commit
"Model rotations, experimental" from January 2013)
Note: coop edit is now broken between "next" and older clients, but I
don't want to bump the protocol just yet.
The logfile can't be created before the commandline arguments are parsed,
because before that, the home directory is unknown. This patch logs
into a memory buffer which is then copied to the logfile as soon as
the logfile is created after processing the commandline arguments.
The memory buffer is created during the initialisation of global variables,
and destroyed after the logfile is created.
Older versions of ac did not obey the map header field "headersize".
When a map was written, only the "version" field was updated, even if
the new written header had a different size. Thanks to bigger headers
in map versions 7 & 8 (and now smaller headers again in 9), the headersize
of basically all official maps is bogus. This fix makes sure, only proper
headersizes are written. It also makes the game tolerate different (bigger)
headers - and keeps their content untouched. Future map format extensions
can use this to add header information without breaking existing map parsers.
This patch establishes a new map format 10, which is identical to format 9,
with the exception that the headersize field is guaranteed to be correct.
Format 10 also allows any amount of additional header data.
This patch also cleans up the transformation routines for old map entities.
@ other devs: check my fix... I expect to not block any good map
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@6490 e016b1c5-ed68-44aa-a2f7-31cac88cffde