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Ignore:
Timestamp:
Oct 19, 2008, 12:09:01 AM (16 years ago)
Author:
scheusso
Message:

Some fixes in gamestate generation and handling (especially when no
objects are present)

File:
1 edited

Legend:

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

    r1907 r1944  
    9191  bool GamestateManager::getSnapshot(){
    9292    reference = new packet::Gamestate();
    93     reference->collectData(++id_);
    94     //COUT(4) << "inserting gamestate: " << reference << std::endl;
    95     //gamestateMap_.insert(std::pair<int, packet::Gamestate*>(id_, reference));
    96 //     gamestateUsed[id_]=0;
     93    if(!reference->collectData(++id_)){ //we have no data to send
     94      delete reference;
     95      reference=0;
     96    }
    9797    return true;
    9898  }
     
    131131    packet::Gamestate *gs;
    132132    int gID = ClientInformation::findClient(clientID)->getGamestateID();
     133    if(!reference)
     134      return 0;
    133135    gs = reference->doSelection(clientID);
    134136//     gs = new packet::Gamestate(*reference);
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