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Ignore:
Timestamp:
Mar 20, 2008, 3:03:23 PM (16 years ago)
Author:
scheusso
Message:

further optimasation/bugfixing

File:
1 edited

Legend:

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

    r894 r907  
    134134    gamestates->update();
    135135    //std::cout << "updated gamestate, sending it" << std::endl;
    136     if(clients->getGamestateID()!=GAMESTATEID_INITIAL)
     136    //if(clients->getGamestateID()!=GAMESTATEID_INITIAL)
    137137      sendGameState();
    138138    //std::cout << "sent gamestate" << std::endl;
     
    152152      }
    153153      if( !(temp->getSynched()) ){
    154         std::cout << "not sending gamestate" << std::endl;
     154        COUT(5) << "not sending gamestate" << std::endl;
    155155        temp=temp->next();
    156156        continue;
    157157      }
    158       std::cout << "doing gamestate" << std::endl;
     158      COUT(5) << "doing gamestate gamestate preparation" << std::endl;
    159159      int gid = temp->getGamestateID();
    160160      int cid = temp->getID();
    161       std::cout << "server, got acked ID: " << gid << std::endl;
     161      COUT(5) << "server, got acked (gamestate) ID: " << gid << std::endl;
    162162      GameStateCompressed *gs = gamestates->popGameState(cid);
    163163      if(gs==NULL){
     
    173173    if(added)
    174174      return connection->sendPackets();
    175     COUT(2) << "could not send packets (containing i.e. gamestates)" << std::endl;
     175    COUT(5) << "had no gamestates to send" << std::endl;
    176176    return false;
    177177  }
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