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Ignore:
Timestamp:
Jul 27, 2006, 11:28:45 PM (18 years ago)
Author:
patrick
Message:

found the bug. there is need for another control center for proxies to signal new clients and leavings. This is a central part of the proxy synchronization process

File:
1 edited

Legend:

Unmodified
Added
Removed
  • branches/proxy/src/lib/network/network_game_manager.cc

    r9530 r9537  
    9797  NetworkGameRules & rules = *(dynamic_cast<NetworkGameRules*>(State::getGameRules()));
    9898
    99   int team = rules.getTeamForNewUser();
    100   ClassID playableClassId = rules.getPlayableClassId( userId, team );
    101   std::string playableModel = rules.getPlayableModelFileName( userId, team, playableClassId );
    102   std::string playableTexture = rules.getPlayableModelFileName( userId, team, playableClassId );
    103   float       playableScale = rules.getPlayableScale( userId, team, playableClassId );
     99  int          team = rules.getTeamForNewUser();
     100  ClassID      playableClassId = rules.getPlayableClassId( userId, team );
     101  std::string  playableModel = rules.getPlayableModelFileName( userId, team, playableClassId );
     102  std::string  playableTexture = rules.getPlayableModelFileName( userId, team, playableClassId );
     103  float        playableScale = rules.getPlayableScale( userId, team, playableClassId );
    104104
    105105  BaseObject * bo = Factory::fabricate( playableClassId );
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