Replaced static with dynamic casts, fixed docu.
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@@ -136,6 +136,12 @@ bool StartGameProtocol::notifyEventAsynchronous(Event* event)
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if (NetworkConfig::get()->isServer() && ready) // on server, player is ready
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{
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Log::info("StartGameProtocol", "One of the players is ready.");
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if (m_player_states[player_id] != LOADING)
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{
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Log::error("StartGameProtocol",
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"Player %d send more than one ready message.",
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player_id);
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}
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m_player_states[player_id] = READY;
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m_ready_count++;
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if (m_ready_count == m_game_setup->getPlayerCount())
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@@ -159,7 +165,7 @@ void StartGameProtocol::startRace()
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Protocol *p = ProtocolManager::getInstance()
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->getProtocol(PROTOCOL_SYNCHRONIZATION);
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SynchronizationProtocol* protocol =
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static_cast<SynchronizationProtocol*>(p);
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dynamic_cast<SynchronizationProtocol*>(p);
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if (protocol)
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{
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protocol->startCountdown(5.0f); // 5 seconds countdown
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@@ -185,7 +191,7 @@ void StartGameProtocol::update(float dt)
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Protocol *p = ProtocolManager::getInstance()
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->getProtocol(PROTOCOL_SYNCHRONIZATION);
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SynchronizationProtocol* protocol =
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static_cast<SynchronizationProtocol*>(p);
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dynamic_cast<SynchronizationProtocol*>(p);
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if (protocol)
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{
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// Now the synchronization protocol exists.
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@@ -184,7 +184,7 @@ void STKHost::create()
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* This triggers the creation of the kart selection screen in
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* CLR::startSelection / CLR::update for all clients. The clients create
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* the ActivePlayer object (which stores which device is used by which
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* plauyer). The kart selection in a client calls
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* player). The kart selection in a client calls
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* (NetworkKartSelection::playerConfirm) which calls CLR::requestKartSelection.
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* This sends a message to SLR::kartSelectionRequested, which verifies the
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* selected kart and sends this information to all clients (including the
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@@ -219,7 +219,7 @@ void STKHost::create()
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* NULL ActivePlayer (the ActivePlayer is only used for assigning the input
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* device to each kart, achievements and highscores, so it's not needed for
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* remote players). It will also start the SynchronizationProtocol.
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* The StartGameProtocol has a callback ready which is called from world
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* The StartGameProtocol has a callback ready() which is called from world
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* when the world is loaded (i.e. track and all karts are ready). When
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* this callback is invoked, each client will send a 'ready' message to
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* the server's StartGameProtocol. Once the server has received all
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@@ -228,7 +228,7 @@ void STKHost::create()
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* sending regular (once per second) pings to the clients and measure
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* the averate latency. Upon starting the countdown this information
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* is included in the ping request, so the clients can start the countdown
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* at that stage as wellk.
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* at that stage as well.
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*
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* Once the countdown is 0 (or below), the Synchronization Protocol will
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* start the protocols: KartUpdateProtocol, ControllerEventsProtocol,
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