- add destination node to NetOutputPacket constructor

This commit is contained in:
Magnus Norddahl 2018-11-12 02:04:32 +01:00
parent b203dddf6c
commit 3538ef8a15
3 changed files with 7 additions and 13 deletions

View file

@ -10,7 +10,7 @@
class NetOutputPacket
{
public:
NetOutputPacket() : stream(buffer + 1, MAX_MSGLEN - 1) { buffer[0] = 0; }
NetOutputPacket(int node) : node(node), stream(buffer + 1, MAX_MSGLEN - 1) { buffer[0] = 0; }
int node = 0;
ByteOutputStream stream;

View file

@ -78,8 +78,7 @@ NetClient::NetClient(FString server)
mServerNode = mComm->Connect(server);
mStatus = NodeStatus::InPreGame;
NetOutputPacket packet;
packet.node = mServerNode;
NetOutputPacket packet(mServerNode);
NetCommand cmd ( NetPacketType::ConnectRequest );
cmd.addString("ZDoom Connect Request");
@ -178,8 +177,7 @@ void NetClient::EndCurrentTic()
int targettic = (mSendTic + mServerTicDelta);
NetOutputPacket packet;
packet.node = mServerNode;
NetOutputPacket packet(mServerNode);
NetCommand cmd ( NetPacketType::Tic );
cmd.addByte (targettic); // target gametic

View file

@ -135,8 +135,7 @@ void NetServer::EndCurrentTic()
{
if (mNodes[i].Status == NodeStatus::InGame)
{
NetOutputPacket packet;
packet.node = i;
NetOutputPacket packet(i);
NetCommand cmd ( NetPacketType::Tic);
cmd.addByte ( gametic );
@ -287,8 +286,7 @@ void NetServer::OnConnectRequest(NetNode &node, ByteInputStream &stream)
playeringame[node.Player] = true;
players[node.Player].settings_controller = false;
NetOutputPacket response;
response.node = node.NodeIndex;
NetOutputPacket response(node.NodeIndex);
NetCommand cmd ( NetPacketType::ConnectResponse );
cmd.addByte ( 1 ); // Protocol version
@ -303,8 +301,7 @@ void NetServer::OnConnectRequest(NetNode &node, ByteInputStream &stream)
{
node.Status = NodeStatus::Closed;
NetOutputPacket response;
response.node = node.NodeIndex;
NetOutputPacket response(node.NodeIndex);
NetCommand cmd ( NetPacketType::ConnectResponse );
cmd.addByte ( 1 ); // Protocol version
@ -373,8 +370,7 @@ void NetServer::CmdSpawnPlayer(ByteOutputStream &stream, int player)
void NetServer::FullUpdate(NetNode &node)
{
NetOutputPacket packet;
packet.node = node.NodeIndex;
NetOutputPacket packet(node.NodeIndex);
// Inform the client about all players already in the game.
for ( int i = 0; i < MAXPLAYERNAME; ++i )