Fixed login not working, was due to packets that got queued not flushing. !!!Need to find solution!!! Added a optimization: Actors with 0 battle args are now concidered "static" and will not send their position updates. Removed some debug print statements.

This commit is contained in:
Filip Maj 2016-09-24 14:17:31 -04:00
parent d931f71b06
commit 5370f13b2b
8 changed files with 20 additions and 13 deletions

View file

@ -36,9 +36,7 @@ namespace FFXIVClassic_World_Server
while (SendPacketQueue.Count > 0)
{
BasePacket packet = SendPacketQueue.Take();
packet.DebugPrintPacket();
byte[] packetBytes = packet.GetPacketBytes();
try

View file

@ -41,8 +41,6 @@ namespace FFXIVClassic_World_Server
List<SubPacket> subPackets = packet.GetSubpackets();
foreach (SubPacket subpacket in subPackets)
{
subpacket.DebugPrintSubPacket();
//Initial Connect Packet, Create session
if (subpacket.header.type == 0x01)
{

View file

@ -24,7 +24,7 @@ namespace FFXIVClassic_World_Server
if (System.Diagnostics.Debugger.IsAttached)
{
System.Threading.Thread.Sleep(5000);
System.Threading.Thread.Sleep(15000);
}
#endif

View file

@ -136,14 +136,16 @@ namespace FFXIVClassic_World_Server
public void OnReceiveSubPacketFromZone(ZoneServer zoneServer, SubPacket subpacket)
{
subpacket.DebugPrintSubPacket();
//subpacket.DebugPrintSubPacket();
uint sessionId = subpacket.header.targetId;
if (mZoneSessionList.ContainsKey(sessionId))
{
ClientConnection conn = mZoneSessionList[sessionId].clientConnection;
conn.QueuePacket(subpacket, true, false);
conn.FlushQueuedSendPackets();
}
}
public WorldManager GetWorldManager()