Beispiel #1
0
void NetSynchronizeState::cycle()
{
    if (m_cyclesCounter++ == m_cyclesTimeout) {
        m_failed = true;
        evaluateStateMachine();
    }
    sendSyncMessage();
}
Beispiel #2
0
void DBusSender::sendMessage()
{
	if (m_async.isChecked())
		sendAsyncMessage();
	else
		sendSyncMessage();

	m_sender.clear();
}
Beispiel #3
0
void NetSynchronizeState::enterState()
{
    cout << "NetSynchronizeState("<<m_synID<<")::enterState()" << endl;
    GameUIDefaults::GAME_LOOP->addIdle(this);
    m_synchronized = false;
    m_failed = false;
    m_ackSent = false;
    m_cyclesCounter = 0;
    m_mbox->addListener(this);
    // Send synchro message
    sendSyncMessage();
}
Beispiel #4
0
void Sync::doSync()
{
    for (int i=0; i<Scene::scenes.size(); i++)
    {
        if (Scene::scenes[i].players.size()<2)
            continue;
        for (int j=0; j<Scene::scenes[i].players.size(); j++)
            for (int k=0; k<Scene::scenes[i].players.size(); k++)
            {
                if (j==k)
                    continue;
                sendSyncMessage(Scene::scenes[i].players[j], Scene::scenes[i].players[k]);
            }
    }
}