- attempt to make a few tweaks for more smooth network play
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fefed3e3ce
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9382473294
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@ -1194,7 +1194,7 @@ bool ServerInterface::launchGame(const GameSettings *gameSettings) {
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}
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if(bOkToStart == true) {
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bool useInGameBlockingClientSockets = Config::getInstance().getBool("EnableInGameBlockingSockets","false");
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bool useInGameBlockingClientSockets = Config::getInstance().getBool("EnableInGameBlockingSockets","true");
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if(useInGameBlockingClientSockets == true) {
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SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
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for(int i= 0; i < GameConstants::maxPlayers; ++i) {
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@ -460,7 +460,7 @@ void IRCThread::execute() {
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ircSession=NULL;
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if(argv.size() != 3) {
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if(SystemFlags::VERBOSE_MODE_ENABLED) printf ("===> IRC Usage: <server> <nick> <channel> : got params [%ld]\n",argv.size());
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if(SystemFlags::VERBOSE_MODE_ENABLED) printf ("===> IRC Usage: <server> <nick> <channel> : got params [%ld]\n",(long int)argv.size());
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return;
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}
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@ -1380,6 +1380,7 @@ bool Socket::isConnected() {
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//if the socket is not writable then it is not conencted
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if(isWritable() == false) {
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SystemFlags::OutputDebug(SystemFlags::debugNetwork,"[%s::%s Line: %d] ERROR isWritable failed.\n",__FILE__,__FUNCTION__,__LINE__);
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return false;
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}
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//if the socket is readable it is connected if we can read a byte from it
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@ -1387,6 +1388,7 @@ bool Socket::isConnected() {
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char tmp;
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int err = peek(&tmp, 1, false);
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if(err <= 0 && err != PLATFORM_SOCKET_TRY_AGAIN) {
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SystemFlags::OutputDebug(SystemFlags::debugNetwork,"[%s::%s Line: %d] ERROR Peek failed, err = %d, error = %s\n",__FILE__,__FUNCTION__,__LINE__,err,getLastSocketErrorFormattedText().c_str());
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return false;
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}
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}
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