Removed STLport requirement

This commit is contained in:
Anonymous
2014-01-23 00:16:13 -07:00
parent a9ac73d4e5
commit fac1f2c5ae
173 changed files with 454 additions and 479 deletions
@@ -369,7 +369,7 @@ void DatabaseProcess::connectToGameServer(const char *address, uint16 port, uint
if(i == pendingGameServerConnections.end())
{
// check to see if there is already a connection active
std::hash_map<uint32, GameServerConnection *>::const_iterator j = gameServerConnections.find(processId);
std::tr1::unordered_map<uint32, GameServerConnection *>::const_iterator j = gameServerConnections.find(processId);
if(j == gameServerConnections.end())
{
// make the connection
@@ -383,7 +383,7 @@ void DatabaseProcess::connectToGameServer(const char *address, uint16 port, uint
GameServerConnection * DatabaseProcess::getConnectionByProcess(const uint32 processId)
{
GameServerConnection * result = 0;
std::hash_map<uint32, GameServerConnection *>::const_iterator j = gameServerConnections.find(processId);
std::tr1::unordered_map<uint32, GameServerConnection *>::const_iterator j = gameServerConnections.find(processId);
if(j != gameServerConnections.end())
{
result = (*j).second;
@@ -395,7 +395,7 @@ GameServerConnection * DatabaseProcess::getConnectionByProcess(const uint32 proc
void DatabaseProcess::getGameServerProcessIds(std::vector<uint32> &processIds) const
{
for (std::hash_map<uint32, GameServerConnection *>::const_iterator i = gameServerConnections.begin(); i != gameServerConnections.end(); ++i)
for (std::tr1::unordered_map<uint32, GameServerConnection *>::const_iterator i = gameServerConnections.begin(); i != gameServerConnections.end(); ++i)
processIds.push_back((*i).first);
}
@@ -637,7 +637,7 @@ void DatabaseProcess::sendToCommoditiesServer(GameNetworkMessage const &message,
void DatabaseProcess::sendToAllGameServers(GameNetworkMessage const &message, bool reliable)
{
for (std::hash_map<uint32, GameServerConnection *>::const_iterator i=gameServerConnections.begin(); i!=gameServerConnections.end(); ++i)
for (std::tr1::unordered_map<uint32, GameServerConnection *>::const_iterator i=gameServerConnections.begin(); i!=gameServerConnections.end(); ++i)
i->second->send(message,reliable);
}
@@ -645,7 +645,7 @@ void DatabaseProcess::sendToAllGameServers(GameNetworkMessage const &message, bo
void DatabaseProcess::sendToGameServer(uint32 serverId, GameNetworkMessage const &message)
{
std::hash_map<uint32, GameServerConnection *>::const_iterator i=gameServerConnections.find(serverId);
std::tr1::unordered_map<uint32, GameServerConnection *>::const_iterator i=gameServerConnections.find(serverId);
if (i!=gameServerConnections.end())
i->second->send(message,true);
else