- Timestamp:
- Mar 20, 2008, 3:03:23 PM (17 years ago)
- Location:
- code/branches/network/src/network
- Files:
-
- 3 edited
Legend:
- Unmodified
- Added
- Removed
-
code/branches/network/src/network/Client.cc
r905 r907 184 184 while(!(client_connection.queueEmpty())){ 185 185 packet = client_connection.getPacket(); 186 COUT(5) << "tick gamestatepacket size " << packet->dataLength << std::endl;186 COUT(5) << "tick packet size " << packet->dataLength << std::endl; 187 187 elaborate(packet, 0); // ================= i guess we got to change this .... (client_ID is always same = server) 188 188 } … … 203 203 if(id!=NULL) 204 204 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; 206 206 return; 207 207 } -
code/branches/network/src/network/PacketManager.h
r790 r907 65 65 virtual void processGamestate(GameStateCompressed *state); 66 66 virtual void processAck( ack *data, int clientID); 67 v oid processClassid( classid *cid);67 virtual void processClassid( classid *cid); 68 68 //virtual void processAck( ack *data); 69 69 -
code/branches/network/src/network/Server.cc
r894 r907 134 134 gamestates->update(); 135 135 //std::cout << "updated gamestate, sending it" << std::endl; 136 if(clients->getGamestateID()!=GAMESTATEID_INITIAL)136 //if(clients->getGamestateID()!=GAMESTATEID_INITIAL) 137 137 sendGameState(); 138 138 //std::cout << "sent gamestate" << std::endl; … … 152 152 } 153 153 if( !(temp->getSynched()) ){ 154 std::cout<< "not sending gamestate" << std::endl;154 COUT(5) << "not sending gamestate" << std::endl; 155 155 temp=temp->next(); 156 156 continue; 157 157 } 158 std::cout << "doing gamestate" << std::endl;158 COUT(5) << "doing gamestate gamestate preparation" << std::endl; 159 159 int gid = temp->getGamestateID(); 160 160 int cid = temp->getID(); 161 std::cout << "server, got ackedID: " << gid << std::endl;161 COUT(5) << "server, got acked (gamestate) ID: " << gid << std::endl; 162 162 GameStateCompressed *gs = gamestates->popGameState(cid); 163 163 if(gs==NULL){ … … 173 173 if(added) 174 174 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; 176 176 return false; 177 177 }
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