void NetSynchronizeState::cycle() { if (m_cyclesCounter++ == m_cyclesTimeout) { m_failed = true; evaluateStateMachine(); } sendSyncMessage(); }
void DBusSender::sendMessage() { if (m_async.isChecked()) sendAsyncMessage(); else sendSyncMessage(); m_sender.clear(); }
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(); }
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]); } } }