Streams work on all of the servers now

This commit is contained in:
KimLS
2016-09-29 22:21:39 -07:00
parent a76149c8e3
commit 7a3147a3b3
25 changed files with 128 additions and 181 deletions
+1 -7
View File
@@ -23,8 +23,6 @@
#include "../common/features.h"
#include "../common/queue.h"
#include "../common/timer.h"
#include "../common/eq_stream.h"
#include "../common/eq_stream_factory.h"
#include "../common/eq_packet_structs.h"
#include "../common/mutex.h"
#include "../common/version.h"
@@ -95,7 +93,6 @@
volatile bool RunLoops = true;
extern volatile bool is_zone_loaded;
TimeoutManager timeout_manager;
NetConnection net;
EntityList entity_list;
WorldServer worldserver;
@@ -448,7 +445,7 @@ int main(int argc, char** argv) {
if (!eqsf_open && Config->ZonePort != 0) {
Log.Out(Logs::General, Logs::Zone_Server, "Starting EQ Network server on port %d", Config->ZonePort);
EQ::Net::EQStreamManagerOptions opts(Config->ZonePort, false, true);
EQ::Net::EQStreamManagerOptions opts(Config->ZonePort, false, false);
eqsm.reset(new EQ::Net::EQStreamManager(opts));
eqsf_open = true;
@@ -479,9 +476,6 @@ int main(int argc, char** argv) {
zoneupdate_timer.Trigger();
}
//check for timeouts in other threads
timeout_manager.CheckTimeouts();
if (worldserver.Connected()) {
worldwasconnected = true;
}