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Ignore:
Timestamp:
May 24, 2018, 3:24:00 PM (6 years ago)
Author:
mdedial
Message:

Clean up code, remove TODOs and dead code.

File:
1 edited

Legend:

Unmodified
Added
Removed
  • code/branches/Masterserver_FS18/src/libraries/network/GamestateManager.cc

    r11937 r11990  
    8686  bool GamestateManager::update()
    8787  {
    88     return getSnapshot();
     88    return this->getSnapshot();
    8989  }
    9090
     
    119119    for(const auto& gsPair : this->gamestateQueue)
    120120    {
    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());
    123123      delete gsPair.second;
    124124    }
     
    214214
    215215    std::vector<packet::Gamestate*> peerGamestates;
    216     // TODO: mapEntry is an incredibly bad name
    217216    for(const auto& mapEntry : this->peerMap_)
    218217    {
     
    256255
    257256    // Create a copy of the gamestate
    258     // TODO: Does this actually create a copy of the gamestate?
    259257    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
    260258    this->peerMap_[peerID].gamestates[gamestate->getID()] = gs;
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