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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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@@ -1035,7 +1035,7 @@ int Socket::send(const void *data, int dataSize) {
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attemptCount++;
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SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] attemptCount = %d\n",__FILE__,__FUNCTION__,__LINE__,attemptCount);
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sleep(0);
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//sleep(0);
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//if(Socket::isWritable(true) == true) {
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SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] attemptCount = %d, sock = %d, dataSize = %d, data = %p\n",__FILE__,__FUNCTION__,__LINE__,attemptCount,sock,dataSize,data);
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#ifdef __APPLE__
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@@ -1063,7 +1063,7 @@ int Socket::send(const void *data, int dataSize) {
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attemptCount++;
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SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] attemptCount = %d, totalBytesSent = %d\n",__FILE__,__FUNCTION__,__LINE__,attemptCount,totalBytesSent);
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sleep(0);
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//sleep(0);
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//if(bytesSent > 0 || Socket::isWritable(true) == true) {
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SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] attemptCount = %d, sock = %d, dataSize = %d, data = %p\n",__FILE__,__FUNCTION__,__LINE__,attemptCount,sock,dataSize,data);
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