False packetDataChecksum disagree
by Tom Spilman · in Torque Game Engine · 04/04/2006 (8:16 pm) · 0 replies
Minor nitpick, but something that confused me as a beginer in the net code.
When the client first connects a few "packetDataChecksum disagree!" messages are generated which to a newbie make you think you've somehow broken the netcode. The truth is that on startup the checksum sent from the client can be 0 for a few updates.
I suggest the code is changed to avoid these false errors/warnings:
When the client first connects a few "packetDataChecksum disagree!" messages are generated which to a newbie make you think you've somehow broken the netcode. The truth is that on startup the checksum sent from the client can be 0 for a few updates.
I suggest the code is changed to avoid these false errors/warnings:
if(bstream->writeFlag(mControlObject->getPacketDataChecksum(this) != LastControlObjectChecksum))
{
#ifdef TORQUE_DEBUG_NET
if ( LastControlObjectChecksum != 0 )
Con::printf("packetDataChecksum disagree!");
#endifAbout the author
Tom is a programmer and co-owner of Sickhead Games, LLC.