Commit the first part of patch #901. This ports the ping functions over to the new netcode.

git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@3218 4a71c877-e1ca-e34f-864e-861f7616d084
master
Freddie Witherden 2007-12-29 12:13:18 +00:00
parent 6334f1d6d1
commit 919cac4c78
3 changed files with 72 additions and 40 deletions

View File

@ -726,7 +726,7 @@ BOOL recvMessage(void)
recvDestroyFeature(&msg);
break;
case NET_PING: // diagnostic ping msg.
recvPing(&msg);
recvPing();
break;
case NET_DEMOLISH: // structure demolished.
recvDemolishFinished();

View File

@ -40,7 +40,7 @@ extern BOOL recvBuildFinished ();
extern BOOL recvTemplate (NETMSG *pMsg);
extern BOOL recvDestroyFeature (NETMSG *pMsg);
extern BOOL recvDemolishFinished ();
extern BOOL recvPing (NETMSG *pMsg);
extern BOOL recvPing ();
extern BOOL recvRequestDroid (NETMSG *pMsg);
extern BOOL recvTextMessage (NETMSG *pMsg);
extern BOOL recvDroidSecondary (NETMSG *pMsg);

View File

@ -1070,77 +1070,109 @@ UDWORD averagePing(void)
BOOL sendPing(void)
{
NETMSG ping;
UDWORD i;
static UDWORD lastPing=0; // last time we sent a ping.
static UDWORD lastav=0; // last time we updated average.
BOOL new = TRUE;
uint8_t player = selectedPlayer;
int i;
static UDWORD lastPing = 0; // Last time we sent a ping
static UDWORD lastav = 0; // Last time we updated average
// only ping every so often.
if(lastPing > gameTime)lastPing= 0;
if((gameTime-lastPing) < PING_FREQUENCY)
// Only ping every so often
if (lastPing > gameTime)
{
lastPing = 0;
}
if (gameTime - lastPing < PING_FREQUENCY)
{
return TRUE;
}
lastPing = gameTime;
/// if host, also update the average ping stat for joiners.
if(NetPlay.bHost)
// If host, also update the average ping stat for joiners
if (NetPlay.bHost)
{
if(lastav > gameTime)lastav= 0;
if((gameTime-lastav) > AV_PING_FREQUENCY)
if (lastav > gameTime)
{
NETsetGameFlags(2,averagePing());
lastav=gameTime;
lastav = 0;
}
if (gameTime - lastav > AV_PING_FREQUENCY)
{
NETsetGameFlags(2, averagePing());
lastav = gameTime;
}
}
// before we send the ping, if any player failed to respond to the last one
// we should re-enumerate the players.
/*
* Before we send the ping, if any player failed to respond to the last one
* we should re-enumerate the players.
*/
for (i=0; i<MAX_PLAYERS;i++)
for (i = 0; i < MAX_PLAYERS; i++)
{
if( isHumanPlayer(i) && PingSend[i] && ingame.PingTimes[i] && (i!= selectedPlayer) )
if (isHumanPlayer(i)
&& PingSend[i]
&& ingame.PingTimes[i]
&& i != selectedPlayer)
{
// CONPRINTF(ConsoleString,(ConsoleString,_("%s is Not Respoding"),getPlayerName(i) ));
ingame.PingTimes[i] = PING_LIMIT;
}
else if( !isHumanPlayer(i) && PingSend[i] && ingame.PingTimes[i] && (i!= selectedPlayer) )
else if (!isHumanPlayer(i)
&& PingSend[i]
&& ingame.PingTimes[i]
&& i != selectedPlayer)
{
ingame.PingTimes[i] = 0;
}
}
ping.body[0] = (char)selectedPlayer;
ping.body[1] = 1;
ping.size = 2;
ping.type = NET_PING;
NETbeginEncode(NET_PING, NET_ALL_PLAYERS);
NETuint8_t(&player);
NETbool(&new);
NETend();
for(i=0;i<MAX_PLAYERS;i++)
// Note when we sent the ping
for (i = 0; i < MAX_PLAYERS; i++)
{
PingSend[i] = gameTime2;//clock();
PingSend[i] = gameTime2;
}
return(NETbcast(&ping,FALSE));
return TRUE;
}
// accept and process incoming ping messages.
BOOL recvPing(NETMSG *ping)
BOOL recvPing()
{
NETMSG reply;
BOOL new;
uint8_t sender, us = selectedPlayer;
if (ping->body[1] ==1) // if this is a new ping
{
reply.body[0] = (char) selectedPlayer;
reply.body[1] = 0;
reply.size = 2;
reply.type = NET_PING;
NETbeginDecode();
NETuint8_t(&sender);
NETbool(&new);
NETend();
NETsend(&reply, player2dpid[(int) ping->body[0]], FALSE); // reply to it
}
else // else it's returned, so store it.
// If this is a new ping, respond to it
if (new)
{
ingame.PingTimes[(int) ping->body[0]] = (gameTime2 - PingSend[(int) ping->body[0]] ) /2 ;
PingSend[(int) ping->body[0]] = 0; // note we've recvd it!
NETbeginEncode(NET_PING, player2dpid[sender]);
// We are responding to a new ping
new = FALSE;
NETuint8_t(&us);
NETbool(&new);
NETend();
}
// They are responding to one of our pings
else
{
// Work out how long it took them to respond
ingame.PingTimes[sender] = (gameTime2 = PingSend[sender]) / 2;
// Note that we have received it
PingSend[sender] = 0;
}
return TRUE;
}