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Ignore:
Timestamp:
May 5, 2008, 1:19:22 AM (16 years ago)
Author:
scheusso
Message:

a lot of changes in order to make it possible to have mulpiple clients with each one a new ship
camera changes
object changes
synchronisable: backsyncronisation should be possible now
gamestatemanager/gamestateclient: functions for backsyncronisation
some changes in order to get the input system (the old one) on the client working
TODO something with the camera position is wrong at the moment (clientside)

File:
1 edited

Legend:

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  • code/branches/network3/src/network/Client.cc

    r1199 r1232  
    4040
    4141#include "Client.h"
     42#include "Synchronisable.h"
    4243#include "core/CoreIncludes.h"
    4344
     
    4748 
    4849  Client* Client::createSingleton(){
    49     if(!_sClient)
     50    if(!_sClient){
    5051      _sClient = new Client();
     52    }
    5153    return _sClient;
    5254  }
     
    112114  */
    113115  bool Client::establishConnection(){
     116    Synchronisable::setClient(true);
    114117    isConnected=client_connection.createConnection();
     118    /*if(isConnected){
     119      COUT(2) << "sending connectrequest" << std::endl;
     120      client_connection.addPacket(pck_gen.generateConnectRequest());
     121      client_connection.sendPackets();
     122    }else
     123      COUT(2) << "could not create connection" << std::endl;*/
    115124    return isConnected;
    116125  }
     
    249258    COUT(0) << "Server: " << data->message << std::endl;
    250259  }
     260 
     261  bool Client::processWelcome( welcome *w ){
     262    COUT(4) << "processing welcome message" << std::endl;
     263    clientID_ = w->clientID;
     264    shipID_ = w->shipID;
     265   
     266  }
    251267
    252268}
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