Moved UDP logic from Hybrid server/client to UDP server/client. fixed bug in Server::CheckForTimeOuts.

This commit is contained in:
Jocke
2016-02-08 14:32:00 +01:00
parent 88d7b79cd3
commit ba9419b342
16 changed files with 271 additions and 230 deletions
+5 -3
View File
@@ -181,13 +181,15 @@ void Game::networkFunction()
bool isServer = m_Config->Get<bool>("Networking.IsServer", false);
if (!isServer) {
m_IsClientOrServer = true;
m_ClientOrServer = new UDPClient(m_Config);
//m_ClientOrServer = new TCPClient(m_Config);
m_ClientOrServer = new HybridClient(m_Config);
//m_ClientOrServer = new HybridClient(m_Config);
}
if (isServer) {
m_IsClientOrServer = true;
//m_ClientOrServer = new TCPServer();
m_ClientOrServer = new HybridServer();
m_ClientOrServer = new UDPServer();
// m_ClientOrServer = new TCPServer();
//m_ClientOrServer = new HybridServer();
}
m_ClientOrServer->Start(m_World, m_EventBroker);