More docs, code cleanup.

This commit is contained in:
hiker 2016-01-06 08:21:48 +11:00
parent c1560ddb02
commit efa0f0afc9
2 changed files with 13 additions and 8 deletions

View File

@ -196,11 +196,6 @@ void StartGameProtocol::update()
race_manager->computeRandomKartList();
Log::info("StartGameProtocol", "Player configuration ready.");
m_state = SYNCHRONIZATION_WAIT;
/*
KartSelectionScreen* s = KartSelectionScreen::getInstance();
s->setMultiplayer(false);
s->setFromOverworld(false);
s->push();*/
}
else if (m_state == SYNCHRONIZATION_WAIT)
{

View File

@ -152,9 +152,19 @@ void STKHost::create()
*
* Each client will run a ClientLobbyRoomProtocol (CLR) to handle the further
* interaction with the server. The client will first request a connection
* with the server (this is for
* the 'logical' connection to the server; so far it was mostly about the
* 'physical' connection, i.e. being able to send a message to the server).
* with the server (this is for the 'logical' connection to the server; so
* far it was mostly about the 'physical' connection, i.e. being able to send
* a message to the server).
*
* Each protocol has its own protocol id, which is added to each message in
* Protocol::sendMessage(). The ProtocolManager will automatically forward
* each received message to the protocol with the same id. So any message
* sent by protocol X on the server will be received by protocol X on the
* client and vice versa. The only exception are the client- and server-lobby:
* They share the same id (set in LobbyRoomProtocol), so a message sent by
* the SLR will be received by the CLR, and a message from the CLR will be
* received by the SLR.
*
* The server will reply with either a reject message (e.g. too many clients
* already connected), or an accept message. The accept message will contain
* the global player id of the client, and a unique (random) token used to