#include <plib/netSocket.h>
#include <plib/sg.h>
-#include <simgear/scene/model/loader.hxx>
+#include <simgear/scene/model/modellib.hxx>
#include <Main/globals.hxx>
#include <Scenery/scenery.hxx>
// If the player is remote then load the model
if (!bLocalPlayer) {
-
- LoadModel();
-
+ try {
+ LoadModel();
+ } catch (...) {
+ SG_LOG( SG_NETWORK, SG_ALERT, "Failed to load remote model '" << sModelName << "'." );
+ return false;
+ }
}
m_bInitialised = bSuccess;
// Flush the model loader so that it erases the model from its list of
// models.
- globals->get_model_loader()->flush();
+ globals->get_model_lib()->flush1();
// Assume that plib/ssg deletes the model and transform as their
// refcounts should be zero.
m_ModelTrans = new ssgTransform;
// Load the model
- m_Model = globals->get_model_loader()->load_model( globals->get_fg_root(),
- m_sModelName,
- globals->get_props(),
- globals->get_sim_time_sec() );
+ m_Model = globals->get_model_lib()->load_model( globals->get_fg_root(),
+ m_sModelName,
+ globals->get_props(),
+ globals->get_sim_time_sec() );
m_Model->clrTraversalMaskBits( SSGTRAV_HOT );
// Add model to transform