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some comment cleanup
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parent
2c4ab63d2b
commit
1587cf0bbe
1 changed files with 13 additions and 8 deletions
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@ -4128,7 +4128,7 @@ void Application::nodeKilled(Node* node) {
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VoxelPositionSize rootDetails;
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voxelDetailsForCode(rootCode, rootDetails);
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printf(">>>>>>>>>>>>>>>> HERE>>>>>>>>> voxel server going away...... v[%f, %f, %f, %f]\n",
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printf("voxel server going away...... v[%f, %f, %f, %f]\n",
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rootDetails.x, rootDetails.y, rootDetails.z, rootDetails.s);
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// Add the jurisditionDetails object to the list of "fade outs"
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@ -4140,10 +4140,11 @@ void Application::nodeKilled(Node* node) {
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_voxelFades.push_back(fade);
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}
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// we should remove it...
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// If the voxel server is going away, remove it from our jurisdiction map so we don't send voxels to a dead server
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_voxelServerJurisdictions.erase(nodeUUID);
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}
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// also clean up scene stats for that server
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if (_voxelServerSceneStats.find(nodeUUID) != _voxelServerSceneStats.end()) {
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_voxelServerSceneStats.erase(nodeUUID);
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}
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@ -4157,8 +4158,8 @@ int Application::parseVoxelStats(unsigned char* messageData, ssize_t messageLeng
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// But, also identify the sender, and keep track of the contained jurisdiction root for this server
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Node* voxelServer = NodeList::getInstance()->nodeWithAddress(&senderAddress);
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// parse the incoming stats data, and stick it into our averaging stats object for now... even though this
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// means mixing in stats from potentially multiple servers.
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// parse the incoming stats datas stick it in a temporary object for now, while we
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// determine which server it belongs to
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VoxelSceneStats temp;
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int statsMessageLength = temp.unpackFromMessage(messageData, messageLength);
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@ -4169,16 +4170,20 @@ int Application::parseVoxelStats(unsigned char* messageData, ssize_t messageLeng
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// now that we know the node ID, let's add these stats to the stats for that node...
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if (_voxelServerSceneStats.find(nodeUUID) != _voxelServerSceneStats.end()) {
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VoxelSceneStats& oldStats = _voxelServerSceneStats[nodeUUID];
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// this if construct is a little strange because we aren't quite using it yet. But
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// we want to keep this logic in here for now because we plan to use it soon to determine
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// additional network optimization states and better rate control
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if (!oldStats.isMoving() && temp.isMoving()) {
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// we think we are starting to move
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_voxelServerSceneStats[nodeUUID].unpackFromMessage(messageData, messageLength);
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//qDebug() << ">>>>>>>>>> STARTING!!! " << nodeUUID << " <<<<<<<<<<<\n";
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} else if (oldStats.isMoving() && !temp.isMoving()) {
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// we think we are done moving
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_voxelServerSceneStats[nodeUUID].unpackFromMessage(messageData, messageLength);
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//qDebug() << ">>>>>>>>>> FINISHED!!! " << nodeUUID << " <<<<<<<<<<<\n";
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} else if (!oldStats.isMoving() && !temp.isMoving()) {
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//qDebug() << ">>>>>>>>>> all still " << nodeUUID << " <<<<<<<<<<<\n";
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// we think we are still not moving
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} else {
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//qDebug() << ">>>>>>>>>> still moving... " << nodeUUID << " <<<<<<<<<<<\n";
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// we think we are still moving
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}
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} else {
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