- nicely formatted out of synch messages (one per line).. all for tomreyn's happiness :)
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@ -664,12 +664,17 @@ Command* Commander::buildCommand(const NetworkCommand* networkCommand) const {
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GameNetworkInterface *gameNetworkInterface= NetworkManager::getInstance().getGameNetworkInterface();
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if(gameNetworkInterface != NULL && gameNetworkInterface->isConnected() == true) {
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char szMsg[1024]="";
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sprintf(szMsg,"Player detected an error: Unit / Faction mismatch for unitId: %d\nLocal faction index = %d, remote index = %d. Game out of synch.",networkCommand->getUnitId(),unit->getFaction()->getIndex(),networkCommand->getUnitFactionIndex());
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sprintf(szMsg,"Player detected an error: Unit / Faction mismatch for unitId: %d",networkCommand->getUnitId());
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gameNetworkInterface->sendTextMessage(szMsg,-1, true);
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sprintf(szMsg,"Local faction index = %d, remote index = %d. Game out of synch.",unit->getFaction()->getIndex(),networkCommand->getUnitFactionIndex());
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gameNetworkInterface->sendTextMessage(szMsg,-1, true);
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}
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else {
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char szMsg[1024]="";
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sprintf(szMsg,"Player detected an error: Connection lost, possible Unit / Faction mismatch for unitId: %d\nLocal faction index = %d, remote index = %d. Game out of synch.",networkCommand->getUnitId(),unit->getFaction()->getIndex(),networkCommand->getUnitFactionIndex());
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sprintf(szMsg,"Player detected an error: Connection lost, possible Unit / Faction mismatch for unitId: %d",networkCommand->getUnitId());
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gameNetworkInterface->sendTextMessage(szMsg,-1, true);
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sprintf(szMsg,"Local faction index = %d, remote index = %d. Game out of synch.",unit->getFaction()->getIndex(),networkCommand->getUnitFactionIndex());
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gameNetworkInterface->sendTextMessage(szMsg,-1, true);
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}
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