diff --git a/engine/server/application/CentralServer/src/shared/CentralServer.cpp b/engine/server/application/CentralServer/src/shared/CentralServer.cpp index 3c1578f9..eea9af1b 100755 --- a/engine/server/application/CentralServer/src/shared/CentralServer.cpp +++ b/engine/server/application/CentralServer/src/shared/CentralServer.cpp @@ -1066,59 +1066,12 @@ void CentralServer::receiveMessage(const MessageDispatch::Emitter & source, cons // Forward this message to the dbProcess sendToGameServer(m_dbProcessServerProcessId, t, true); } - else if(message.isType("ChunkObjectListMessage")) - { - Archive::ReadIterator ri = static_cast(message).getByteStream().begin(); - ChunkObjectListMessage t(ri); - - DEBUG_FATAL(true,("Got ChunkObjectListMessage. Thought it was deprecated.\n")); - // handleChunkList(t.getProcess(), t.getIds()); - } else if(message.isType("LocateStructureMessage")) { Archive::ReadIterator ri = static_cast(message).getByteStream().begin(); LocateStructureMessage t(ri); sendToPlanetServer(t.getSceneId(), t, true); } - else if(message.isType("RequestObjectMessage")) - { - DEBUG_FATAL(true,("Got RequestObjectMessage. Thought this went away.")); - - // Archive::ReadIterator ri = static_cast(message).getByteStream().begin(); - // RequestObjectMessage t(ri); - // // tell the authoritative object to create a proxy - // const GameServerConnection *gameServer = getGameServer(t.getProcess()); - // NOT_NULL(gameServer); - // uint32 authId = sendToAuthoritativeServer(t.getId(), - // LoadObjectMessage(t.getId(), t.getProcess(), gameServer->getGameServiceAddress(), gameServer->getGameServicePort(), false), - // true); - // // if we sent the message to the database process, mark it as being - // // authoritative for this object - // if (authId == m_dbProcessServerProcessId) - // { - // addObjectToMap(t.getId(), authId, gameServer->getSceneId(), true); - // m_pendingLoadingObjects[t.getId()] = t.getProcess(); - // } - } - else if(message.isType("CreateNewObjectMessage")) - { - DEBUG_FATAL(true,("Ain't this supposed to be deprecated or something?")); - } - else if(message.isType("SetObjectPositionMessage")) - { - //@todo remove this message from the library - DEBUG_FATAL(true,("Got SetObjectPositionMessage. Thought this went away")); - } - else if(message.isType("FailedToLoadObjectMessage")) - { - //@todo remove this message from the library - DEBUG_FATAL(true,("Received Failed To Load Object Message. Thought it was depricated\n")); - } - else if(message.isType("ReleaseAuthoritativeMessage")) - { - //@todo remove this message from the library - DEBUG_FATAL(true, ("Received ReleaseAuthoritative for. Thought it was deprecated.")); - } else if(message.isType("ForceUnloadObjectMessage")) { //N.B. This message can come from a game server or from the planet server. @@ -1128,7 +1081,7 @@ void CentralServer::receiveMessage(const MessageDispatch::Emitter & source, cons ForceUnloadObjectMessage t(ri); //@todo: figure out some way to handle this (such as forwarding to PlanetServers), or remove every case where it's sent - // forceUnload(t.getId(),t.getPermaDelete()); + //forceUnload(t.getId(),t.getPermaDelete()); } //Character Creation Messages else if(message.isType("ConnectionCreateCharacter"))