Added error handling for networking stuff. Now checking the player action.

This commit is contained in:
lotodore
2007-10-10 22:21:24 +00:00
parent de0f16a6fc
commit 253778bf30
15 changed files with 176 additions and 85 deletions
+7 -6
View File
@@ -555,14 +555,15 @@ ClientStateWaitSession::InternalProcess(ClientThread &client, boost::shared_ptr<
packet->ToNetPacketRetrieveAvatar()->GetData(retrieveAvatarData);
NetPacketList tmpList;
if (client.GetAvatarManager().AvatarFileToNetPackets(
int avatarError = client.GetAvatarManager().AvatarFileToNetPackets(
client.GetContext().GetAvatarFile(),
retrieveAvatarData.requestId,
tmpList))
{
tmpList);
if (!avatarError)
client.GetSender().SendLowPrio(client.GetContext().GetSocket(), tmpList);
}
// TODO handle error
else
throw NetException(avatarError, 0);
}
return retVal;
@@ -716,7 +717,7 @@ ClientStateSynchronizeStart::Process(ClientThread &client)
}
int
ClientStateSynchronizeStart::InternalProcess(ClientThread &client, boost::shared_ptr<NetPacket> packet)
ClientStateSynchronizeStart::InternalProcess(ClientThread &/*client*/, boost::shared_ptr<NetPacket> packet)
{
int retVal = MSG_SOCK_INTERNAL_PENDING;