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Ignore:
Timestamp:
Jul 25, 2006, 11:35:11 PM (18 years ago)
Author:
patrick
Message:

now the clients can connect to the proxy servers.

⇒ hybrid proxy servers are half way done. There is still one major problem:

NetworkGameManager
This class is not yet hybrid at all. I will have take some more time for this one…

File:
1 edited

Legend:

Unmodified
Added
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  • branches/proxy/src/story_entities/multi_player_world_data.cc

    r9466 r9476  
    112112  const TiXmlElement* element = NULL;
    113113
    114   if( SharedNetworkData::getInstance()->isMasterServer())
     114  if( SharedNetworkData::getInstance()->isMasterServer() || SharedNetworkData::getInstance()->isProxyServerActive())
    115115  {
    116116    /* load the spawning points */
     
    148148    element = element->FirstChildElement();
    149149
    150     if( SharedNetworkData::getInstance()->isMasterServer() )
     150    if( SharedNetworkData::getInstance()->isMasterServer() || SharedNetworkData::getInstance()->isProxyServerActive())
    151151    {
    152152      while( element != NULL)
     
    206206
    207207
    208     if( SharedNetworkData::getInstance()->isMasterServer())
     208    if( SharedNetworkData::getInstance()->isMasterServer() || SharedNetworkData::getInstance()->isProxyServerActive())
    209209    {
    210210      this->localPlayer = new Player();
     
    284284
    285285  // create server playable
    286   if ( SharedNetworkData::getInstance()->isMasterServer())
     286  if ( SharedNetworkData::getInstance()->isMasterServer() || SharedNetworkData::getInstance()->isProxyServerActive())
    287287  {
    288288    NetworkGameManager::getInstance()->signalNewPlayer( 0 );
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