From: Cyp <cy...@wz...> - 2013-06-05 06:28:20
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Branch: refs/heads/master Home: https://github.com/Warzone2100/warzone2100 Commit: 69e0e280b97d427dda6bd74942b916b70cf3e79f https://github.com/Warzone2100/warzone2100/commit/69e0e280b97d427dda6bd74942b916b70cf3e79f Author: Cyp <cy...@wz...> 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 <cy...@wz...> 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 |