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Changeset 907


Ignore:
Timestamp:
Mar 20, 2008, 3:03:23 PM (17 years ago)
Author:
scheusso
Message:

further optimasation/bugfixing

Location:
code/branches/network/src/network
Files:
3 edited

Legend:

Unmodified
Added
Removed
  • code/branches/network/src/network/Client.cc

    r905 r907  
    184184    while(!(client_connection.queueEmpty())){
    185185      packet = client_connection.getPacket();
    186       COUT(5) << "tick gamestate packet size " << packet->dataLength << std::endl;
     186      COUT(5) << "tick packet size " << packet->dataLength << std::endl;
    187187      elaborate(packet, 0); // ================= i guess we got to change this .... (client_ID is always same = server)
    188188    }
     
    203203    if(id!=NULL)
    204204      id->setNetworkID(clid->clid);
    205     COUT(4) << "received network id: " << clid->clid << "; classname: " << clid->message << std::endl;
     205    COUT(4) << "received and set network id: " << clid->clid << "; classname: " << clid->message << std::endl;
    206206    return;
    207207  }
  • code/branches/network/src/network/PacketManager.h

    r790 r907  
    6565    virtual void processGamestate(GameStateCompressed *state);
    6666    virtual void processAck( ack *data, int clientID);
    67     void processClassid( classid *cid);
     67    virtual void processClassid( classid *cid);
    6868    //virtual void processAck( ack *data);
    6969
  • code/branches/network/src/network/Server.cc

    r894 r907  
    134134    gamestates->update();
    135135    //std::cout << "updated gamestate, sending it" << std::endl;
    136     if(clients->getGamestateID()!=GAMESTATEID_INITIAL)
     136    //if(clients->getGamestateID()!=GAMESTATEID_INITIAL)
    137137      sendGameState();
    138138    //std::cout << "sent gamestate" << std::endl;
     
    152152      }
    153153      if( !(temp->getSynched()) ){
    154         std::cout << "not sending gamestate" << std::endl;
     154        COUT(5) << "not sending gamestate" << std::endl;
    155155        temp=temp->next();
    156156        continue;
    157157      }
    158       std::cout << "doing gamestate" << std::endl;
     158      COUT(5) << "doing gamestate gamestate preparation" << std::endl;
    159159      int gid = temp->getGamestateID();
    160160      int cid = temp->getID();
    161       std::cout << "server, got acked ID: " << gid << std::endl;
     161      COUT(5) << "server, got acked (gamestate) ID: " << gid << std::endl;
    162162      GameStateCompressed *gs = gamestates->popGameState(cid);
    163163      if(gs==NULL){
     
    173173    if(added)
    174174      return connection->sendPackets();
    175     COUT(2) << "could not send packets (containing i.e. gamestates)" << std::endl;
     175    COUT(5) << "had no gamestates to send" << std::endl;
    176176    return false;
    177177  }
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