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.
> 
> 
> _______________________________________________
> crossfire mailing list
> [email protected]
> http://mailman.metalforge.org/mailman/listinfo/crossfire
> 
> 

_______________________________________________
crossfire mailing list
[email protected]
http://mailman.metalforge.org/mailman/listinfo/crossfire

Reply via email to