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Comparing deliantra/server/socket/loop.C (file contents):
Revision 1.34 by root, Wed Dec 27 15:04:39 2006 UTC vs.
Revision 1.38 by root, Sun Jan 14 21:20:51 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
3 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002-2003 Mark Wedel & The Crossfire Development Team 5 Copyright (C) 2002-2003 Mark Wedel & The Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
6 7
7 This program is free software; you can redistribute it and/or modify 8 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 it under the terms of the GNU General Public License as published by
86client::handle_command () 87client::handle_command ()
87{ 88{
88 bool skipping = false; 89 bool skipping = false;
89 90
90 while (!cmd_queue.empty () 91 while (!cmd_queue.empty ()
91 && !(state == ST_PLAYING && pl->ob && pl->ob->speed_left < 0)) 92 && !(state == ST_PLAYING && pl->ob && pl->ob->speed_left <= 0))
92 { 93 {
93 command &cmd = cmd_queue.front (); 94 command &cmd = cmd_queue.front ();
94 95
95 if (cmd.stamp + MAX_QUEUE_BACKLOG < now ()) 96 if (cmd.stamp + MAX_QUEUE_BACKLOG < now ())
96 { 97 {
135 if ((time (NULL) - cst_lst.time_start) >= CS_LOGTIME) 136 if ((time (NULL) - cst_lst.time_start) >= CS_LOGTIME)
136 write_cs_stats (); 137 write_cs_stats ();
137#endif 138#endif
138 139
139 //TODO: should not be done here, either 140 //TODO: should not be done here, either
140 for (sockvec::iterator i = clients.begin (); i != clients.end (); ++i) 141 for (int i = 0; i < clients.size (); ++i)
141 { 142 {
142 client *s = *i; 143 client *s = clients [i];
144 player *pl = s->pl;
143 145
144 if (player *pl = s->pl) 146 if (pl && pl->ns && !pl->ns->destroyed ())
145 { 147 {
148 client *ns = pl->ns;
149
146 /* Update the players stats once per tick. More efficient than 150 /* Update the players stats once per tick. More efficient than
147 * sending them whenever they change, and probably just as useful 151 * sending them whenever they change, and probably just as useful
148 */ 152 */
149 esrv_update_stats (pl); 153 esrv_update_stats (pl);
150 154
151 if (pl->last_weight != -1 && pl->last_weight != WEIGHT (pl->ob)) 155 if (ns->last_weight != -1 && ns->last_weight != WEIGHT (pl->ob))
152 { 156 {
153 esrv_update_item (UPD_WEIGHT, pl->ob, pl->ob); 157 esrv_update_item (UPD_WEIGHT, pl->ob, pl->ob);
154 if (pl->last_weight != WEIGHT (pl->ob)) 158 if (ns->last_weight != WEIGHT (pl->ob))
155 LOG (llevError, "esrv_update_item(UPD_WEIGHT) did not set player weight: is %lu, should be %lu\n", 159 LOG (llevError, "esrv_update_item(UPD_WEIGHT) did not set player weight: is %lu, should be %lu\n",
156 (unsigned long) pl->last_weight, WEIGHT (pl->ob)); 160 (unsigned long) ns->last_weight, WEIGHT (pl->ob));
157 } 161 }
158 162
159 draw_client_map (pl->ob); 163 draw_client_map (pl->ob);
160 164
161 if (s->update_look) 165 if (s->update_look)

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