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Ignore:
Timestamp:
May 15, 2008, 10:30:16 PM (17 years ago)
Author:
scheusso
Message:

enhanced gamestate loading (abort if data corrupted ;) )

File:
1 edited

Legend:

Unmodified
Added
Removed
  • code/branches/merge/src/network/GameStateClient.cc

    r1264 r1303  
    145145          if(!id){
    146146            COUT(4) << "We could not identify a new object; classid: " << sync.classID << std::endl;
    147             continue;
     147            return false;
    148148          }
    149149          Synchronisable *no = dynamic_cast<Synchronisable *>(id->fabricate());
     
    152152          no->classID=sync.classID;
    153153          // update data and create object/entity...
    154           if( !no->updateData(sync) )
     154          if( !no->updateData(sync) ){
    155155            COUT(1) << "We couldn't update the object: " << sync.objectID << std::endl;
     156            return false;
     157          }
    156158          if( !no->create() )
    157159            COUT(1) << "We couldn't manifest (create() ) the object: " << sync.objectID << std::endl;
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