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Ignore:
Timestamp:
Mar 20, 2008, 2:31:45 PM (16 years ago)
Author:
scheusso
Message:

revided and checked gamestate handling

File:
1 edited

Legend:

Unmodified
Added
Removed
  • code/branches/network/src/network/ConnectionManager.cc

    r888 r905  
    257257
    258258  void ConnectionManager::syncClassid(int clientID) {
    259     int i=0;
     259    unsigned int network_id=0;
    260260    std::string classname;
    261     bool abort=false;
    262261    orxonox::Identifier *id;
    263     while(!abort){
    264       id = ID(i);
    265       std::cout << "syncid: " << i << ", ID(id): " << id << std::endl;
    266       if(id == NULL){
    267         if(i!=0)
    268           abort=true;
    269         else{
    270           ++i;
    271           continue;
    272         }
    273       }
    274       else{
    275         classname = id->getName();
    276         addPacket(packet_gen.clid( i, classname ),clientID);
    277       }
    278       ++i;
     262    std::map<std::string, orxonox::Identifier*>::const_iterator it = orxonox::Factory::getFactoryBegin();
     263    while(it != orxonox::Factory::getFactoryEnd()){
     264      id = (*it).second;
     265      if(id == NULL)
     266        continue;
     267      classname = id->getName();
     268      network_id = id->getNetworkID();
     269      COUT(4) << "network_id: " << network_id << ", classname: " << classname << std::endl;
     270     
     271      addPacket(packet_gen.clid( (int)network_id, classname ), clientID);
     272     
     273      ++it;
    279274    }
    280275    sendPackets();
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