--- deliantra/server/socket/loop.C 2006/12/17 19:07:23 1.27 +++ deliantra/server/socket/loop.C 2006/12/21 23:37:06 1.31 @@ -88,7 +88,7 @@ bool skipping = false; while (!cmd_queue.empty () - && !(pl && pl->state == ST_PLAYING && pl->ob && pl->ob->speed_left < 0)) + && !(state == ST_PLAYING && pl->ob && pl->ob->speed_left < 0)) { command &cmd = cmd_queue.front (); @@ -118,8 +118,7 @@ flush_sockets (void) { for (sockvec::iterator i = clients.begin (); i != clients.end (); ++i) - if ((*i)->status != Ns_Dead) - (*i)->flush (); + (*i)->flush (); } /** @@ -146,7 +145,7 @@ player *npl = pl->next; //TODO: must be handled cleanly elsewhere - if (!pl->socket || pl->socket->status == Ns_Dead) + if (!pl->ns || pl->ns->destroyed ()) { save_player (pl->ob, 0); @@ -167,7 +166,7 @@ { client *s = *i; - if (s->status == Ns_Dead) + if (s->destroyed ()) { clients.erase (i); delete s; @@ -184,15 +183,8 @@ client *s = *i; player *pl = s->pl; - s->handle_packet (); - - for (int i = 16; --i; ) //D - if (!//D - s->handle_command () - ) break;//D - //TODO: should not be done here, either - if (s->status != Ns_Dead && pl) + if (!s->destroyed () && pl) { /* Update the players stats once per tick. More efficient than * sending them whenever they change, and probably just as useful