It turns out that I don't need these functions. The way Confirm negotiation

and the Update protocol interact, we can guarantee that the local state
and the confirmed state of the teams are the same when Confirm negotiation
is complete, without added checks! Quite beautiful, actually.



git-svn-id: svn://svn.code.sf.net/p/sc2/code/trunk@3525 8092fc87-c524-0410-9efc-e669fe64eaf9
This commit is contained in:
Meep-Eep
2010-01-25 21:49:52 +00:00
parent ac0f4b0eef
commit 6cbf7996bc
2 changed files with 8 additions and 0 deletions
+4
View File
@@ -170,6 +170,7 @@ MeleeTeam_copy (MeleeTeam *copy, const MeleeTeam *original)
*copy = *original; *copy = *original;
} }
#if 0
bool bool
MeleeTeam_isEqual (const MeleeTeam *team1, const MeleeTeam *team2) MeleeTeam_isEqual (const MeleeTeam *team1, const MeleeTeam *team2)
{ {
@@ -191,6 +192,7 @@ MeleeTeam_isEqual (const MeleeTeam *team1, const MeleeTeam *team2)
return true; return true;
} }
#endif
/////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////
@@ -341,6 +343,7 @@ MeleeSetup_setConfirmedTeamName (MeleeSetup *setup, size_t teamNr,
return true; return true;
} }
#if 0
bool bool
MeleeSetup_isTeamConfirmed (MeleeSetup *setup, size_t teamNr) MeleeSetup_isTeamConfirmed (MeleeSetup *setup, size_t teamNr)
{ {
@@ -349,6 +352,7 @@ MeleeSetup_isTeamConfirmed (MeleeSetup *setup, size_t teamNr)
return MeleeTeam_isEqual (localTeam, confirmedTeam); return MeleeTeam_isEqual (localTeam, confirmedTeam);
} }
#endif
#endif /* NETPLAY */ #endif /* NETPLAY */
+4
View File
@@ -98,7 +98,9 @@ const MeleeShip *MeleeTeam_getFleet (const MeleeTeam *team);
const char *MeleeTeam_getTeamName (const MeleeTeam *team); const char *MeleeTeam_getTeamName (const MeleeTeam *team);
void MeleeTeam_setName (MeleeTeam *team, const UNICODE *name); void MeleeTeam_setName (MeleeTeam *team, const UNICODE *name);
void MeleeTeam_copy (MeleeTeam *copy, const MeleeTeam *original); void MeleeTeam_copy (MeleeTeam *copy, const MeleeTeam *original);
#if 0
bool MeleeTeam_isEqual (const MeleeTeam *team1, const MeleeTeam *team2); bool MeleeTeam_isEqual (const MeleeTeam *team1, const MeleeTeam *team2);
#endif
#ifdef NETPLAY #ifdef NETPLAY
MeleeShip MeleeSetup_getConfirmedShip (const MeleeSetup *setup, size_t teamNr, MeleeShip MeleeSetup_getConfirmedShip (const MeleeSetup *setup, size_t teamNr,
@@ -109,7 +111,9 @@ bool MeleeSetup_setConfirmedShip (MeleeSetup *setup, size_t teamNr,
FleetShipIndex slotNr, MeleeShip ship); FleetShipIndex slotNr, MeleeShip ship);
bool MeleeSetup_setConfirmedTeamName (MeleeSetup *setup, size_t teamNr, bool MeleeSetup_setConfirmedTeamName (MeleeSetup *setup, size_t teamNr,
const UNICODE *name); const UNICODE *name);
#if 0
bool MeleeSetup_isTeamConfirmed (MeleeSetup *setup, size_t teamNr); bool MeleeSetup_isTeamConfirmed (MeleeSetup *setup, size_t teamNr);
#endif
#endif /* NETPLAY */ #endif /* NETPLAY */
MeleeSetup *MeleeSetup_new (void); MeleeSetup *MeleeSetup_new (void);