mirror of
https://github.com/glest/glest-source.git
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- bugfixes for malformed debug statements
- updated version to 3.3.5.1 - added more null checks - changes to try to fix crash when ending a game (delete cells bug)
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@@ -62,7 +62,7 @@ ServerInterface::ServerInterface(){
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maxClientLagTimeAllowed = Config::getInstance().getInt("MaxClientLagTimeAllowed",intToStr(maxClientLagTimeAllowed).c_str());
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warnFrameCountLagPercent = Config::getInstance().getFloat("WarnFrameCountLagPercent",doubleToStr(warnFrameCountLagPercent).c_str());
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pauseGameForLaggedClients = Config::getInstance().getFloat("PauseGameForLaggedClients",boolToStr(pauseGameForLaggedClients).c_str());
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SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] enabledThreadedClientCommandBroadcast = %d, maxFrameCountLagAllowed = %f, maxClientLagTimeAllowed = %d, pauseGameForLaggedClients = %d\n",__FILE__,__FUNCTION__,__LINE__,enabledThreadedClientCommandBroadcast,maxFrameCountLagAllowed,maxClientLagTimeAllowed,pauseGameForLaggedClients);
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SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] enabledThreadedClientCommandBroadcast = %d, maxFrameCountLagAllowed = %f, maxClientLagTimeAllowed = %f, pauseGameForLaggedClients = %d\n",__FILE__,__FUNCTION__,__LINE__,enabledThreadedClientCommandBroadcast,maxFrameCountLagAllowed,maxClientLagTimeAllowed,pauseGameForLaggedClients);
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for(int i= 0; i<GameConstants::maxPlayers; ++i){
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slots[i]= NULL;
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@@ -652,13 +652,13 @@ void ServerInterface::updateKeyframe(int frameCount){
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// to be sent in this frame
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if(!requestedCommands.empty()) {
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char szBuf[1024]="";
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SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] WARNING / ERROR, requestedCommands.size() = %d\n",__FILE__,__FUNCTION__,requestedCommands.size());
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SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] WARNING / ERROR, requestedCommands.size() = %d\n",__FILE__,__FUNCTION__,__LINE__,requestedCommands.size());
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string sMsg = Config::getInstance().getString("NetPlayerName",Socket::getHostName().c_str()) + " may go out of synch: server requestedCommands.size() = " + intToStr(requestedCommands.size());
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sendTextMessage(sMsg,-1, true);
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}
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if(chrono.getMillis() > 0) SystemFlags::OutputDebug(SystemFlags::debugPerformance,"In [%s::%s Line: %d] build command list took %d msecs, networkMessageCommandList.getCommandCount() = %d, frameCount = %d\n",__FILE__,__FUNCTION__,__LINE__,chrono.getMillis(),networkMessageCommandList.getCommandCount(),frameCount);
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if(chrono.getMillis() > 0) SystemFlags::OutputDebug(SystemFlags::debugPerformance,"In [%s::%s Line: %d] build command list took %lld msecs, networkMessageCommandList.getCommandCount() = %d, frameCount = %d\n",__FILE__,__FUNCTION__,__LINE__,chrono.getMillis(),networkMessageCommandList.getCommandCount(),frameCount);
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//broadcast commands
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broadcastMessage(&networkMessageCommandList);
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@@ -668,7 +668,7 @@ void ServerInterface::updateKeyframe(int frameCount){
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DisplayErrorMessage(ex.what());
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}
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if(chrono.getMillis() > 0) SystemFlags::OutputDebug(SystemFlags::debugPerformance,"In [%s::%s Line: %d] broadcastMessage took %d msecs, networkMessageCommandList.getCommandCount() = %d, frameCount = %d\n",__FILE__,__FUNCTION__,__LINE__,chrono.getMillis(),networkMessageCommandList.getCommandCount(),frameCount);
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if(chrono.getMillis() > 0) SystemFlags::OutputDebug(SystemFlags::debugPerformance,"In [%s::%s Line: %d] broadcastMessage took %lld msecs, networkMessageCommandList.getCommandCount() = %d, frameCount = %d\n",__FILE__,__FUNCTION__,__LINE__,chrono.getMillis(),networkMessageCommandList.getCommandCount(),frameCount);
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}
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bool ServerInterface::shouldDiscardNetworkMessage(NetworkMessageType networkMessageType,
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@@ -693,8 +693,11 @@ bool ServerInterface::shouldDiscardNetworkMessage(NetworkMessageType networkMess
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case nmtText:
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{
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discard = true;
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NetworkMessageText msg = NetworkMessageText();
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connectionSlot->receiveMessage(&msg);
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NetworkMessageText netMsg = NetworkMessageText();
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connectionSlot->receiveMessage(&netMsg);
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ChatMsgInfo msg(netMsg.getText().c_str(),netMsg.getSender().c_str(),netMsg.getTeamIndex());
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this->addChatInfo(msg);
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}
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break;
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case nmtSynchNetworkGameData:
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