Le Mercredi 7 Septembre 2005 07:49, Mark Wedel a écrit :
> David Delbecq wrote:
> > Le Mardi 6 Septembre 2005 09:38, Mark Wedel a écrit :
>
> >
> > You don't get it, i meant, use the old code for that :) It's working so why
> > change it.
> > Your problem is to get old client to receive old style message. Aswar is
> > easy, call
> > old functions :)
>
> Yes, but right now if you look at MapSpace function, it has definitions for
> what is on the different layers, and is coded for those 3 layers.
>
> If we go to 10 layers, I don't want to have to have something like:
>
> struct MapSpace {
> object *old_faces[OLD_MAP_LAYERS]
> object *faces[MAP_LAYERS]
> }
Yes, you are right, i forgot layers were stored in maps and not in player
socket (is
it really efficient to store it in map btw?)
>
> As that is just begging to get cleaned up at a later point. I'd much
> rather
> just have the new data, and have the send code pull out the appropriate
> information instead of having those double arrays (the new code also in a
> sense
> simplifies the update_position() function).
>
> So what probably really happens is that to some degree, the logic in
> update_position that determines the faces gets moved to the client logic.
>
> At some point in the future, support for this old protocl method goes away.
>
>
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