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Ignore:
Timestamp:
May 25, 2009, 6:05:11 PM (15 years ago)
Author:
scheusso
Message:

trying to reduce network delays/lags

File:
1 edited

Legend:

Unmodified
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  • code/branches/netp3/src/network/Client.cc

    r3045 r3066  
    158158        FunctionCallManager::sendCalls();
    159159      }
    160       ENetEvent *event;
     160    }
     161   
     162    ENetEvent *event;
    161163    // stop if the packet queue is empty
    162       while(!(client_connection.queueEmpty())){
    163         event = client_connection.getEvent();
    164         COUT(5) << "tick packet size " << event->packet->dataLength << std::endl;
    165         packet::Packet *packet = packet::Packet::createPacket(event->packet, event->peer);
     164    while(!(client_connection.queueEmpty())){
     165      event = client_connection.getEvent();
     166      COUT(5) << "tick packet size " << event->packet->dataLength << std::endl;
     167      packet::Packet *packet = packet::Packet::createPacket(event->packet, event->peer);
    166168      // note: packet commits suicide here except for the GameState. That is then deleted by a GamestateHandler
    167         bool b = packet->process();
    168         assert(b);
    169       }
    170       if(gamestate.processGamestates())
    171       {
    172         if(!isSynched_)
    173           isSynched_=true;
    174       }
    175       gamestate.cleanup();
     169      bool b = packet->process();
     170      assert(b);
    176171    }
     172    if(gamestate.processGamestates())
     173    {
     174      if(!isSynched_)
     175        isSynched_=true;
     176    }
     177    gamestate.cleanup();
    177178
    178179    return;
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