having these here just leaves unnecessary server crash risks...we'll just ignore these instead of crashing if we get any

This commit is contained in:
DarthArgus
2016-03-24 21:43:51 +00:00
parent cd997925eb
commit 5ed117d9c7
@@ -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<const GameNetworkMessage &>(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<const GameNetworkMessage &>(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<const GameNetworkMessage &>(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"))