Multiplay: Improve log message handling for win32.
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1 changed files with 14 additions and 3 deletions
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@ -51,6 +51,9 @@
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#include "MPServerResolver.hxx"
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#include <FDM/flightProperties.hxx>
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#if defined(_MSC_VER) || defined(__MINGW32__)
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#include <WS2tcpip.h>
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#endif
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using namespace std;
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#define MAX_PACKET_SIZE 1200
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@ -949,7 +952,7 @@ FGMultiplayMgr::SendMyPosition(const FGExternalMotionData& motionInfo)
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}
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if (msgLen>0)
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mSocket->sendto(msgBuf.Msg, msgLen, 0, &mServer);
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SG_LOG(SG_NETWORK, SG_DEBUG, "FGMultiplayMgr::SendMyPosition");
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SG_LOG(SG_NETWORK, SG_BULK, "FGMultiplayMgr::SendMyPosition");
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} // FGMultiplayMgr::SendMyPosition()
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//////////////////////////////////////////////////////////////////////
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@ -1051,9 +1054,17 @@ FGMultiplayMgr::update(double dt)
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if (RecvStatus<0)
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{
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SG_LOG(SG_NETWORK, SG_DEBUG, "FGMultiplayMgr::MP_ProcessData - Unable to receive data. "
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#ifdef _WIN32
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if (::WSAGetLastError() != WSAEWOULDBLOCK) // this is normal on a receive when there is no data
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{
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// with Winsock the error will not be the actual problem.
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SG_LOG(SG_NETWORK, SG_DEBUG, "FGMultiplayMgr::MP_ProcessData - Unable to receive data. WSAGetLastError=" << ::WSAGetLastError());
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}
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#else
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SG_LOG(SG_NETWORK, SG_DEBUG, "FGMultiplayMgr::MP_ProcessData - Unable to receive data. "
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<< strerror(errno) << "(errno " << errno << ")");
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break;
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#endif
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break;
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}
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// status is positive: bytes received
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