Oliver Schroeder wrote:
Hi list.

I have prepared a new patch for multiplayer, which fixes endianess issues with multiplayer code. It's basically identical to the patch I sent before my vacation, but contains minor fixes. Multiplayer should now be working under all unix-like environments and windows native. The basic trick is to let configure check for endianess of the host system. It will not work on system not using configure in the build process (excluding windows), ie. possibly MACOS. For those system we should provide #ifdefs in tiny_xdr.hpp.


Hi Oliver,

I've committed a modified patch.

First of all I've used the "#if BYTE_ORDER == BIG_ENDIAN" preprocessor directive to detect endianness instead of using the autoconf FOO.

Secondly I've updated the code to use the ulEndianSwap() function instead of defining our own (my system doesn't even define byteswap.h).

All in all the code is much cleaner now.

Thanks for the patch.

Erik

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