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Ignore:
Timestamp:
Dec 18, 2007, 7:05:51 PM (16 years ago)
Author:
scheusso
Message:

changes in gamestatehandling

File:
1 edited

Legend:

Unmodified
Added
Removed
  • code/branches/FICN/src/network/Server.cc

    r620 r624  
    143143      }
    144144      std::cout << "doing gamestate" << std::endl;
    145       int id = temp->getID();
    146       std::cout << "server, got ID: " << id << std::endl;
    147       GameStateCompressed *gs = &(gamestates->popGameState(id));
    148       std::cout << "adding gamestate" << std::endl;
    149       connection->addPacket(packet_gen.gstate(gs), id);
    150       std::cout << "added gamestate" << std::endl;
     145      int gid = temp->getGamestateID();
     146      int cid = temp->getID();
     147      std::cout << "server, got acked ID: " << gid << std::endl;
     148      GameStateCompressed *gs = &(gamestates->popGameState(cid));
     149      //std::cout << "adding gamestate" << std::endl;
     150      connection->addPacket(packet_gen.gstate(gs), cid);
     151      //std::cout << "added gamestate" << std::endl;
    151152      added=true;
    152153      temp=temp->next();
     
    159160 
    160161  void Server::processAck( ack *data, int clientID){
    161     clients->findClient(clientID)->setGamestateID(data->id);
     162    clients->findClient(clientID)->setGamestateID(data->a);
    162163  }
    163164 
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