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Ignore:
Timestamp:
Dec 19, 2010, 2:27:06 PM (13 years ago)
Author:
scheusso
Message:

some () structural changes
some functional changes (GamestateClient replaced through GamestateManager on client)
reliable packets get buffered until a recent gamestate arrived and got processed

File:
1 edited

Legend:

Unmodified
Added
Removed
  • code/branches/network5/src/libraries/network/Client.h

    r7772 r7777  
    4545
    4646#include <string>
     47#include <deque>
    4748
    4849#include "util/UtilPrereqs.h"
    4950#include "util/Singleton.h"
    5051#include "ClientConnection.h"
    51 #include "GamestateClient.h"
     52// #include "GamestateClient.h"
    5253#include "Host.h"
    5354#include "LANDiscovery.h"
     
    9091    Client(const Client& copy); // not used
    9192    virtual bool isServer_(){return false;}
     93    void processPacket(packet::Packet* packet);
    9294
    9395    static Client* singletonPtr_s;
    94     GamestateClient* gamestate;
    9596    bool isSynched_;
     97    std::deque<packet::Packet*> packetQueue_;
    9698
    9799    bool gameStateFailure_;
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