From c844aa265ad4eb50ad0e18661470fa6092052728 Mon Sep 17 00:00:00 2001 From: Kester Maddock Date: Fri, 25 Mar 2005 10:33:39 +0000 Subject: Big patches: Erwin Coumans: Abstract the physics engine Charlie C: Joystick fixes Me: Moved the ray cast (shadows, mouse sensor & ray sensor) --- .../LoopBackNetwork/NG_LoopBackNetworkDeviceInterface.cpp | 9 +++++++-- source/gameengine/Network/Makefile | 1 + source/gameengine/Network/NG_NetworkScene.cpp | 4 ++-- source/gameengine/Network/SConscript | 3 ++- 4 files changed, 12 insertions(+), 5 deletions(-) (limited to 'source/gameengine/Network') diff --git a/source/gameengine/Network/LoopBackNetwork/NG_LoopBackNetworkDeviceInterface.cpp b/source/gameengine/Network/LoopBackNetwork/NG_LoopBackNetworkDeviceInterface.cpp index ec86e510c49..e36aa4750af 100644 --- a/source/gameengine/Network/LoopBackNetwork/NG_LoopBackNetworkDeviceInterface.cpp +++ b/source/gameengine/Network/LoopBackNetwork/NG_LoopBackNetworkDeviceInterface.cpp @@ -58,6 +58,9 @@ void NG_LoopBackNetworkDeviceInterface::NextFrame() { // Release reference to the messages while emptying the queue while (m_messages[m_currentQueue].size() > 0) { +#ifdef NAN_NET_DEBUG + printf("NG_LBNDI::NextFrame %d '%s'\n", m_currentQueue, m_messages[m_currentQueue][0]->GetSubject().ReadPtr()); +#endif // Should do assert(m_events[0]); m_messages[m_currentQueue][0]->Release(); m_messages[m_currentQueue].pop_front(); @@ -75,7 +78,8 @@ STR_String NG_LoopBackNetworkDeviceInterface::GetNetworkVersion() void NG_LoopBackNetworkDeviceInterface::SendNetworkMessage(NG_NetworkMessage* nwmsg) { #ifdef NAN_NET_DEBUG - printf("NG_LBNDI::SendNetworkMessage '%s'->'%s' '%s' '%s'\n", + printf("NG_LBNDI::SendNetworkMessage %d, '%s'->'%s' '%s' '%s'\n", + 1-m_currentQueue, nwmsg->GetDestinationName().ReadPtr(), nwmsg->GetSenderName().ReadPtr(), nwmsg->GetSubject().ReadPtr(), @@ -102,7 +106,8 @@ vector NG_LoopBackNetworkDeviceInterface::RetrieveNetworkMes messages.push_back(*mesit); #ifdef NAN_NET_DEBUG - printf("NG_LBNDI::RetrieveNetworkMessages '%s'->'%s' '%s' '%s'\n", + printf("NG_LBNDI::RetrieveNetworkMessages %d '%s'->'%s' '%s' '%s'\n", + m_currentQueue, (*mesit)->GetDestinationName().ReadPtr(), (*mesit)->GetSenderName().ReadPtr(), (*mesit)->GetSubject().ReadPtr(), diff --git a/source/gameengine/Network/Makefile b/source/gameengine/Network/Makefile index 3c5ed35e539..dd4819f46e5 100644 --- a/source/gameengine/Network/Makefile +++ b/source/gameengine/Network/Makefile @@ -39,6 +39,7 @@ include nan_compile.mk CCFLAGS += $(LEVEL_1_CPP_WARNINGS) CPPFLAGS += -I$(NAN_STRING)/include +CPPFLAGS += -I$(NAN_MOTO)/include CPPFLAGS += -I../GameLogic CPPFLAGS += -I../../kernel/gen_system diff --git a/source/gameengine/Network/NG_NetworkScene.cpp b/source/gameengine/Network/NG_NetworkScene.cpp index b867791e12d..c66eb3730ac 100644 --- a/source/gameengine/Network/NG_NetworkScene.cpp +++ b/source/gameengine/Network/NG_NetworkScene.cpp @@ -31,7 +31,7 @@ * NetworkSceneManagement generic implementation */ #include -#include +#include #include #include "NG_NetworkScene.h" @@ -199,7 +199,7 @@ vector NG_NetworkScene::FindMessages( // possibly it's there, but maybe not (false hit) if (to.IsEmpty()) { // take all messages, and check other fields - assert("objectnames that are empty are not valid, so make it a hobby project :)\n"); + MT_assert(!"objectnames that are empty are not valid, so make it a hobby project :)\n"); } else { //todo: find intersection of messages (that are in other 2 maps) vector** tolistptr = m_messagesByDestinationName[to]; diff --git a/source/gameengine/Network/SConscript b/source/gameengine/Network/SConscript index 40e3278e9e9..489bea7a970 100755 --- a/source/gameengine/Network/SConscript +++ b/source/gameengine/Network/SConscript @@ -10,7 +10,8 @@ source_files = ['NG_NetworkMessage.cpp', ng_network_env.Append (CPPPATH=['.', '#source/kernel/gen_system', - '#intern/string' + '#intern/string', + '#intern/moto/include' ]) ng_network_env.Library (target='#'+user_options_dict['BUILD_DIR']+'/lib/NG_network', source=source_files) -- cgit v1.2.3