void SimDataBlockEvent::notifyDelivered(NetConnection *conn, bool ) { // if the modified key for this event is not the current one, // we've already resorted and resent some blocks, so fall out. if(conn->isRemoved()) return; GameConnection *gc = (GameConnection *) conn; if(gc->getDataBlockSequence() != mMissionSequence) return; U32 nextIndex = mIndex + DataBlockQueueCount; SimDataBlockGroup *g = Sim::getDataBlockGroup(); if(mIndex == g->size() - 1) { gc->setDataBlockModifiedKey(gc->getMaxDataBlockModifiedKey()); gc->sendConnectionMessage(GameConnection::DataBlocksDone, mMissionSequence); } if(g->size() <= nextIndex) return; SimDataBlock *blk = (SimDataBlock *) (*g)[nextIndex]; gc->postNetEvent(new SimDataBlockEvent(blk, nextIndex, g->size(), mMissionSequence)); }