mirror of
https://github.com/glest/glest-source.git
synced 2025-09-25 15:09:03 +02:00
Bugfix for trace bug#: 2984991
falling back to english text for scenarios text. - Also added more error checking and commented out some excessive debug output statements.
This commit is contained in:
@@ -173,10 +173,12 @@ void ServerInterface::update()
|
||||
//teamMessageData.sourceTeamIndex = i;
|
||||
//vctTeamMessages.push_back(teamMessageData);
|
||||
|
||||
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] #1 about to broadcast nmtText chatText [%s] chatSender [%s] chatTeamIndex = %d for SlotIndex# %d\n",__FILE__,__FUNCTION__,chatText.c_str(),chatSender.c_str(),chatTeamIndex,i);
|
||||
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] #1 about to broadcast nmtText chatText [%s] chatSender [%s] chatTeamIndex = %d for SlotIndex# %d\n",__FILE__,__FUNCTION__,__LINE__,chatText.c_str(),chatSender.c_str(),chatTeamIndex,i);
|
||||
|
||||
NetworkMessageText networkMessageText(chatText,chatSender,chatTeamIndex);
|
||||
broadcastMessage(&networkMessageText, i);
|
||||
|
||||
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
|
||||
break;
|
||||
}
|
||||
}
|
||||
@@ -349,12 +351,18 @@ void ServerInterface::waitUntilReady(Checksum* checksum){
|
||||
}
|
||||
|
||||
void ServerInterface::sendTextMessage(const string &text, int teamIndex){
|
||||
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] Line: %d\n",__FILE__,__FUNCTION__,__LINE__);
|
||||
|
||||
NetworkMessageText networkMessageText(text, Config::getInstance().getString("NetPlayerName",Socket::getHostName().c_str()), teamIndex);
|
||||
broadcastMessage(&networkMessageText);
|
||||
|
||||
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] Line: %d\n",__FILE__,__FUNCTION__,__LINE__);
|
||||
}
|
||||
|
||||
void ServerInterface::quitGame(bool userManuallyQuit)
|
||||
{
|
||||
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] Line: %d\n",__FILE__,__FUNCTION__,__LINE__);
|
||||
|
||||
if(userManuallyQuit == true)
|
||||
{
|
||||
string sQuitText = Config::getInstance().getString("NetPlayerName",Socket::getHostName().c_str()) + " has chosen to leave the game!";
|
||||
@@ -364,12 +372,16 @@ void ServerInterface::quitGame(bool userManuallyQuit)
|
||||
|
||||
NetworkMessageQuit networkMessageQuit;
|
||||
broadcastMessage(&networkMessageQuit);
|
||||
|
||||
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] Line: %d\n",__FILE__,__FUNCTION__,__LINE__);
|
||||
}
|
||||
|
||||
string ServerInterface::getNetworkStatus() const{
|
||||
Lang &lang= Lang::getInstance();
|
||||
string str;
|
||||
|
||||
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] Line: %d\n",__FILE__,__FUNCTION__,__LINE__);
|
||||
|
||||
for(int i= 0; i<GameConstants::maxPlayers; ++i){
|
||||
ConnectionSlot* connectionSlot= slots[i];
|
||||
|
||||
@@ -388,6 +400,9 @@ string ServerInterface::getNetworkStatus() const{
|
||||
|
||||
str+= '\n';
|
||||
}
|
||||
|
||||
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] Line: %d\n",__FILE__,__FUNCTION__,__LINE__);
|
||||
|
||||
return str;
|
||||
}
|
||||
|
||||
@@ -395,6 +410,8 @@ bool ServerInterface::launchGame(const GameSettings* gameSettings){
|
||||
|
||||
bool bOkToStart = true;
|
||||
|
||||
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] Line: %d\n",__FILE__,__FUNCTION__,__LINE__);
|
||||
|
||||
for(int i= 0; i<GameConstants::maxPlayers; ++i)
|
||||
{
|
||||
ConnectionSlot *connectionSlot= slots[i];
|
||||
@@ -418,12 +435,14 @@ bool ServerInterface::launchGame(const GameSettings* gameSettings){
|
||||
broadcastMessage(&networkMessageLaunch);
|
||||
}
|
||||
|
||||
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] Line: %d\n",__FILE__,__FUNCTION__,__LINE__);
|
||||
|
||||
return bOkToStart;
|
||||
}
|
||||
|
||||
void ServerInterface::broadcastMessage(const NetworkMessage* networkMessage, int excludeSlot){
|
||||
|
||||
//SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] START\n",__FILE__,__FUNCTION__);
|
||||
//SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] Line: %d\n",__FILE__,__FUNCTION__,__LINE__);
|
||||
|
||||
for(int i= 0; i<GameConstants::maxPlayers; ++i)
|
||||
{
|
||||
@@ -434,7 +453,7 @@ void ServerInterface::broadcastMessage(const NetworkMessage* networkMessage, int
|
||||
if(connectionSlot->isConnected())
|
||||
{
|
||||
|
||||
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] before sendMessage\n",__FILE__,__FUNCTION__);
|
||||
//SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] before sendMessage\n",__FILE__,__FUNCTION__);
|
||||
connectionSlot->sendMessage(networkMessage);
|
||||
}
|
||||
else if(gameHasBeenInitiated == true)
|
||||
@@ -452,12 +471,12 @@ void ServerInterface::broadcastMessage(const NetworkMessage* networkMessage, int
|
||||
}
|
||||
}
|
||||
|
||||
//SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] END\n",__FILE__,__FUNCTION__);
|
||||
//SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] Line: %d\n",__FILE__,__FUNCTION__,__LINE__);
|
||||
}
|
||||
|
||||
void ServerInterface::broadcastMessageToConnectedClients(const NetworkMessage* networkMessage, int excludeSlot){
|
||||
|
||||
//SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] START\n",__FILE__,__FUNCTION__);
|
||||
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] Line: %d\n",__FILE__,__FUNCTION__,__LINE__);
|
||||
|
||||
for(int i= 0; i<GameConstants::maxPlayers; ++i){
|
||||
ConnectionSlot* connectionSlot= slots[i];
|
||||
@@ -465,14 +484,14 @@ void ServerInterface::broadcastMessageToConnectedClients(const NetworkMessage* n
|
||||
if(i!= excludeSlot && connectionSlot!= NULL){
|
||||
if(connectionSlot->isConnected()){
|
||||
|
||||
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] before sendMessage\n",__FILE__,__FUNCTION__);
|
||||
//SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] before sendMessage\n",__FILE__,__FUNCTION__);
|
||||
|
||||
connectionSlot->sendMessage(networkMessage);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] END\n",__FILE__,__FUNCTION__);
|
||||
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] Line: %d\n",__FILE__,__FUNCTION__,__LINE__);
|
||||
}
|
||||
|
||||
void ServerInterface::updateListen()
|
||||
|
Reference in New Issue
Block a user