fixed windows build
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b2adc16ca6
commit
ccb86ef373
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@ -698,7 +698,7 @@ void ClientInterface::waitUntilReady(Checksum* checksum) {
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uint64 waitLoopIterationCount = 0;
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uint64 waitLoopIterationCount = 0;
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uint64 MAX_LOOP_COUNT_BEFORE_SLEEP = 100;
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uint64 MAX_LOOP_COUNT_BEFORE_SLEEP = 100;
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MAX_LOOP_COUNT_BEFORE_SLEEP = Config::getInstance().getInt("NetworkClientLoopGameLoadingCap",intToStr(MAX_LOOP_COUNT_BEFORE_SLEEP).c_str());
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MAX_LOOP_COUNT_BEFORE_SLEEP = Config::getInstance().getInt("NetworkClientLoopGameLoadingCap",intToStr(MAX_LOOP_COUNT_BEFORE_SLEEP).c_str());
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uint sleepMillis = Config::getInstance().getInt("NetworkClientLoopGameLoadingCapSleepMillis","1");
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int sleepMillis = Config::getInstance().getInt("NetworkClientLoopGameLoadingCapSleepMillis","1");
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//wait until we get a ready message from the server
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//wait until we get a ready message from the server
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while(true) {
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while(true) {
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@ -1178,7 +1178,7 @@ void ServerInterface::waitUntilReady(Checksum *checksum) {
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uint64 waitLoopIterationCount = 0;
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uint64 waitLoopIterationCount = 0;
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uint64 MAX_LOOP_COUNT_BEFORE_SLEEP = 100;
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uint64 MAX_LOOP_COUNT_BEFORE_SLEEP = 100;
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MAX_LOOP_COUNT_BEFORE_SLEEP = Config::getInstance().getInt("NetworkServerLoopGameLoadingCap",intToStr(MAX_LOOP_COUNT_BEFORE_SLEEP).c_str());
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MAX_LOOP_COUNT_BEFORE_SLEEP = Config::getInstance().getInt("NetworkServerLoopGameLoadingCap",intToStr(MAX_LOOP_COUNT_BEFORE_SLEEP).c_str());
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uint sleepMillis = Config::getInstance().getInt("NetworkServerLoopGameLoadingCapSleepMillis","1");
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int sleepMillis = Config::getInstance().getInt("NetworkServerLoopGameLoadingCapSleepMillis","1");
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while(exitServer == false && allReady == false && logger.getCancelLoading() == false) {
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while(exitServer == false && allReady == false && logger.getCancelLoading() == false) {
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waitLoopIterationCount++;
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waitLoopIterationCount++;
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