- Timestamp:
- May 24, 2018, 3:24:00 PM (6 years ago)
- File:
-
- 1 edited
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code/branches/Masterserver_FS18/src/libraries/network/GamestateManager.cc
r11937 r11990 86 86 bool GamestateManager::update() 87 87 { 88 return getSnapshot();88 return this->getSnapshot(); 89 89 } 90 90 … … 119 119 for(const auto& gsPair : this->gamestateQueue) 120 120 { 121 OrxVerify( processGamestate(gsPair.second), "ERROR: could not process Gamestate");122 sendAck(gsPair.second->getID(), gsPair.second->getPeerID());121 OrxVerify(this->processGamestate(gsPair.second), "ERROR: could not process Gamestate"); 122 this->sendAck(gsPair.second->getID(), gsPair.second->getPeerID()); 123 123 delete gsPair.second; 124 124 } … … 214 214 215 215 std::vector<packet::Gamestate*> peerGamestates; 216 // TODO: mapEntry is an incredibly bad name217 216 for(const auto& mapEntry : this->peerMap_) 218 217 { … … 256 255 257 256 // Create a copy of the gamestate 258 // TODO: Does this actually create a copy of the gamestate?259 257 packet::Gamestate *gs = new packet::Gamestate(*gamestate); //this is neccessary because the gamestate are being kept (to diff them later on) for each client seperately 260 258 this->peerMap_[peerID].gamestates[gamestate->getID()] = gs;
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