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@ -225,13 +225,13 @@ void server(void* data)
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static char lzo_working_mem[LZO1X_1_MEM_COMPRESS] = { 0 };
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for (int i = 0; i < server->peerCount; i++)
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{
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char* bytes_buffer = malloc(sizeof *bytes_buffer * MAX_BYTES_SIZE);
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char* compressed_buffer = malloc(sizeof * compressed_buffer * MAX_BYTES_SIZE);
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// @Speed don't recreate the packet for every peer, gets expensive copying gamestate over and over again
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if (server->peers[i].state != ENET_PEER_STATE_CONNECTED)
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{
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continue;
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}
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// @Speed don't recreate the packet for every peer, gets expensive copying gamestate over and over again
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char* bytes_buffer = malloc(sizeof *bytes_buffer * MAX_BYTES_SIZE);
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char* compressed_buffer = malloc(sizeof * compressed_buffer * MAX_BYTES_SIZE);
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struct ServerToClient to_send;
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to_send.cur_gs = &gs;
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to_send.your_player = (int)(int64_t)server->peers[i].data;
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@ -249,7 +249,12 @@ void server(void* data)
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//ENetPacket* gamestate_packet = enet_packet_create((void*)bytes_buffer, len, ENET_PACKET_FLAG_UNRELIABLE_FRAGMENT);
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ENetPacket* gamestate_packet = enet_packet_create((void*)compressed_buffer, compressed_len, ENET_PACKET_FLAG_UNRELIABLE_FRAGMENT);
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// @Robust error check this
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enet_peer_send(&server->peers[i], 0, gamestate_packet);
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int err = enet_peer_send(&server->peers[i], 0, gamestate_packet);
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if (err < 0)
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{
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Log("Enet failed to send packet error %d\n", err);
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enet_packet_destroy(gamestate_packet);
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}
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free(bytes_buffer);
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free(compressed_buffer);
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}
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