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- first part of CIntObject API clean-up.
- - mostly remove usage of (de)activateSomething functions - - CIntObject's can be safely deleted in active state or without removing from parent first - - Added CWindowObject to use as base of all windows (will be required for such features as shadows) Report any crashes or glitches - it should not cause any issues apart from more console output. TODO: - remove redundant (de)activate and show(All) calls - decrease usage of blitAtLoc\printAtLoc methods - switch all windows to new base
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@@ -310,8 +310,6 @@ void CClient::newGame( CConnection *con, StartInfo *si )
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if(networkMode != GUEST)
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myPlayers.insert(255); //neutral
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CStopWatch tmh;
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const_cast<CGameInfo*>(CGI)->state = new CGameState();
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tlog0 <<"\tGamestate: "<<tmh.getDiff()<<std::endl;
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@@ -712,8 +710,11 @@ void CServerHandler::callServer()
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setThreadName(-1, "CServerHandler::callServer");
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std::string logName = GVCMIDirs.UserPath + "/server_log.txt";
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std::string comm = GameConstants::BIN_DIR + GameConstants::PATH_SEPARATOR + GameConstants::SERVER_NAME + " " + port + " > " + logName;
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std::system(comm.c_str());
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tlog0 << "Server finished\n";
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int result = std::system(comm.c_str());
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if (result == 0)
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tlog1 << "Server closed correctly\n";
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else
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tlog0 << "Error: server failed to close correctly or crashed!\n";
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}
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CConnection * CServerHandler::justConnectToServer(const std::string &host, const std::string &port)
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