(svn r21029) -Codechange: split the map downloading packet + 3-state enum into 3 separate packets
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@@ -388,8 +388,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendMap()
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if (ftell(file_pointer) == 0) usererror("network savedump failed - zero sized savegame?");
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/* Now send the _frame_counter and how many packets are coming */
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p = new Packet(PACKET_SERVER_MAP);
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p->Send_uint8 (MAP_PACKET_START);
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p = new Packet(PACKET_SERVER_MAP_BEGIN);
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p->Send_uint32(_frame_counter);
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p->Send_uint32(ftell(file_pointer));
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this->Send_Packet(p);
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@@ -409,8 +408,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendMap()
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uint i;
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int res;
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for (i = 0; i < sent_packets; i++) {
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Packet *p = new Packet(PACKET_SERVER_MAP);
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p->Send_uint8(MAP_PACKET_NORMAL);
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Packet *p = new Packet(PACKET_SERVER_MAP_DATA);
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res = (int)fread(p->buffer + p->size, 1, SEND_MTU - p->size, file_pointer);
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if (ferror(file_pointer)) usererror("Error reading temporary network savegame!");
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@@ -419,8 +417,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendMap()
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this->Send_Packet(p);
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if (feof(file_pointer)) {
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/* Done reading! */
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Packet *p = new Packet(PACKET_SERVER_MAP);
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p->Send_uint8(MAP_PACKET_END);
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Packet *p = new Packet(PACKET_SERVER_MAP_DONE);
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this->Send_Packet(p);
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/* Set the status to DONE_MAP, no we will wait for the client
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