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Ignore:
Timestamp:
Oct 21, 2008, 5:53:09 PM (16 years ago)
Author:
scheusso
Message:
  • some adjustments in client handling (we use unsigned int as id now everywhere)
  • fixed a problem with clientinformation
File:
1 edited

Legend:

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

    r1916 r1990  
    7171    ~GamestateManager();
    7272
    73     bool add(packet::Gamestate *gs, int clientID);
     73    bool add(packet::Gamestate *gs, unsigned int clientID);
    7474    bool processGamestates();
    7575    bool update();
    76     packet::Gamestate *popGameState(int clientID);
     76    packet::Gamestate *popGameState(unsigned int clientID);
    7777
    7878    bool getSnapshot();
    7979
    80     bool ack(int gamestateID, int clientID);
     80    bool ack(unsigned int gamestateID, unsigned int clientID);
    8181    void removeClient(ClientInformation *client);
    8282    private:
     
    8484    bool processGamestate(packet::Gamestate *gs);
    8585
    86     std::map<unsigned int, std::map<int, packet::Gamestate*> > gamestateMap_;
     86    std::map<unsigned int, std::map<unsigned int, packet::Gamestate*> > gamestateMap_;
    8787    //std::map<int, packet::Gamestate*> gamestateMap; //map gsID to gamestate*
    8888    //std::map<int, int> gamestateUsed; // save the number of clients, that use the specific gamestate
    89     std::map<int, packet::Gamestate*> gamestateQueue;
     89    std::map<unsigned int, packet::Gamestate*> gamestateQueue;
    9090    packet::Gamestate *reference;
    91     int id_;
     91    unsigned int id_;
    9292  };
    9393
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