More docs, code cleanup.
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@ -196,11 +196,6 @@ void StartGameProtocol::update()
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race_manager->computeRandomKartList();
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Log::info("StartGameProtocol", "Player configuration ready.");
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m_state = SYNCHRONIZATION_WAIT;
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/*
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KartSelectionScreen* s = KartSelectionScreen::getInstance();
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s->setMultiplayer(false);
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s->setFromOverworld(false);
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s->push();*/
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}
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else if (m_state == SYNCHRONIZATION_WAIT)
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{
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@ -152,9 +152,19 @@ void STKHost::create()
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*
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* Each client will run a ClientLobbyRoomProtocol (CLR) to handle the further
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* interaction with the server. The client will first request a connection
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* with the server (this is for
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* the 'logical' connection to the server; so far it was mostly about the
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* 'physical' connection, i.e. being able to send a message to the server).
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* with the server (this is for the 'logical' connection to the server; so
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* far it was mostly about the 'physical' connection, i.e. being able to send
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* a message to the server).
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*
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* Each protocol has its own protocol id, which is added to each message in
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* Protocol::sendMessage(). The ProtocolManager will automatically forward
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* each received message to the protocol with the same id. So any message
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* sent by protocol X on the server will be received by protocol X on the
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* client and vice versa. The only exception are the client- and server-lobby:
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* They share the same id (set in LobbyRoomProtocol), so a message sent by
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* the SLR will be received by the CLR, and a message from the CLR will be
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* received by the SLR.
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*
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* The server will reply with either a reject message (e.g. too many clients
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* already connected), or an accept message. The accept message will contain
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* the global player id of the client, and a unique (random) token used to
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