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Ignore:
Timestamp:
Dec 29, 2010, 11:41:51 PM (15 years ago)
Author:
scheusso
Message:

-enabling client-side gamestate diffing
-added some optimisations

File:
1 edited

Legend:

Unmodified
Added
Removed
  • code/branches/network6/src/libraries/network/GamestateManager.cc

    r7801 r7825  
    149149      newID = ++id_;
    150150    else
     151    {
     152      assert(peerMap_.size()!=0);
    151153      newID = peerMap_[NETWORK_PEER_ID_SERVER].lastProcessedGamestateID;
     154    }
    152155   
    153156    if(!currentGamestate_->collectData(newID, gsMode)){ //we have no data to send
     
    172175        continue;
    173176      }
    174       COUT(4) << "client id: " << peerIt->first << std::endl;
     177      COUT(5) << "client id: " << peerIt->first << std::endl;
    175178      COUT(5) << "Server: doing gamestate gamestate preparation" << std::endl;
    176179      int peerID = peerIt->first; //get client id
     
    244247//     assert(b);
    245248    clock.capture();
    246     COUT(4) << "diff and compress time: " << clock.getDeltaTime() << endl;
     249    COUT(5) << "diff and compress time: " << clock.getDeltaTime() << endl;
    247250//     COUT(5) << "sending gamestate with id " << gs->getID();
    248251//     if(gamestate->isDiffed())
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