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Author SHA1 Message Date
Jocke 7943fc7ad6 Hot fix: Infinite loop when a player disconnected from the server. 2016-03-03 18:14:33 +01:00
3 changed files with 8 additions and 9 deletions
+1 -1
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@@ -47,7 +47,7 @@ int UDPClient::readBuffer()
memcpy(&sizeOfPacket, m_ReadBuffer, sizeof(int)); memcpy(&sizeOfPacket, m_ReadBuffer, sizeof(int));
if (sizeOfPacket > m_Socket->available()) { if (sizeOfPacket > m_Socket->available()) {
LOG_WARNING("UDPClient::readBuffer(): We haven't got the whole packet yet."); LOG_WARNING("UDPClient::readBuffer(): We haven't got the whole packet yet.");
return 0; //return 0;
} }
// if the buffer is to small increase the size of it // if the buffer is to small increase the size of it
if (sizeOfPacket > m_BufferSize) { if (sizeOfPacket > m_BufferSize) {
+1 -1
View File
@@ -94,7 +94,7 @@ int UDPServer::readBuffer()
if (sizeOfPacket > m_Socket->available()) { if (sizeOfPacket > m_Socket->available()) {
LOG_WARNING("UDPServer::readBuffer(): We haven't got the whole packet yet."); LOG_WARNING("UDPServer::readBuffer(): We haven't got the whole packet yet.");
return 0; //return 0;
} }
// if the buffer is to small increase the size of it // if the buffer is to small increase the size of it
@@ -147,9 +147,8 @@ void DefenderWeaponBehaviour::dealDamage(WeaponInfo& wi, glm::vec3 direction, do
} }
// Check for friendly fire // Check for friendly fire
//this needs to not return, for the boosts. in all weaponclasses: assault,defender,sniper
if ((ComponentInfo::EnumType)victim["Team"]["Team"] == (ComponentInfo::EnumType)wi.Player["Team"]["Team"]) { if ((ComponentInfo::EnumType)victim["Team"]["Team"] == (ComponentInfo::EnumType)wi.Player["Team"]["Team"]) {
damage = 0; return;
} }
// Deal damage! // Deal damage!
@@ -182,7 +181,7 @@ Camera DefenderWeaponBehaviour::cameraFromEntity(EntityWrapper camera)
(double)cCamera["FOV"], (double)cCamera["FOV"],
(double)cCamera["NearClip"], (double)cCamera["NearClip"],
(double)cCamera["FarClip"] (double)cCamera["FarClip"]
); );
cam.SetPosition(cTransform["Position"]); cam.SetPosition(cTransform["Position"]);
cam.SetOrientation(glm::quat((const glm::vec3&)cTransform["Orientation"])); cam.SetOrientation(glm::quat((const glm::vec3&)cTransform["Orientation"]));
return cam; return cam;