mirror of
https://github.com/glest/glest-source.git
synced 2025-09-30 09:29:25 +02:00
numerous important bugfixes:
- observers and end game fog of war enable would most likely cause out of synch, I think its fixed now - better handling of threaded logging - cleanup of socket thread processing to ensure all network packets get processed properly and in order
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@@ -208,7 +208,7 @@ void ClientInterface::updateLobby() {
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versionMatched = true;
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string playerNameStr = getHumanPlayerName();
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sErr = "Warning, Server and client are using the same version but different platforms.\n\nServer: " + networkMessageIntro.getVersionString() +
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sErr = "Warning, Server and client are using the same version but different platforms.\n\nServer: " + networkMessageIntro.getVersionString() +
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"\nClient: " + getNetworkVersionString() + " player [" + playerNameStr + "]";
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printf("%s\n",sErr.c_str());
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@@ -553,7 +553,7 @@ void ClientInterface::updateKeyframe(int frameCount)
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isConnected() == true &&
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difftime(time(NULL),receiveTimeElapsed) <= (messageWaitTimeout / 1000)) {
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//sleep(waitSleepTime);
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sleep(0);
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//sleep(0);
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waitCount++;
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}
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@@ -605,7 +605,7 @@ void ClientInterface::updateKeyframe(int frameCount)
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while(receiveMessage(&networkMessageQuit) == false &&
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isConnected() == true &&
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difftime(time(NULL),receiveTimeElapsed) <= (messageWaitTimeout / 1000)) {
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sleep(0);
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//sleep(0);
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}
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quit= true;
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done= true;
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@@ -619,7 +619,7 @@ void ClientInterface::updateKeyframe(int frameCount)
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while(receiveMessage(&networkMessageText) == false &&
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isConnected() == true &&
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difftime(time(NULL),receiveTimeElapsed) <= (messageWaitTimeout / 1000)) {
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sleep(0);
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//sleep(0);
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}
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ChatMsgInfo msg(networkMessageText.getText().c_str(),networkMessageText.getTeamIndex(),networkMessageText.getPlayerIndex());
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@@ -866,7 +866,7 @@ void ClientInterface::waitForMessage()
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}
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// Sleep ever second we wait to let other threads work
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else if(chrono.getMillis() % 1000 == 0) {
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sleep(0);
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//sleep(0);
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}
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//sleep(waitSleepTime);
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