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Merge branch 'ping-fix' into 'next'
Ping-related code fix Somehow, the part of the netcode for calculating the players' pings in a netgame frequently gets the concepts of nodes and players mixed up, which is probably not a good thing. This branch of course fixes those slipups. I originally based this branch on master to be merged to it (since it only fixed issues on the host's side), but after finding another issue with clients receiving PT_PING from the server, I decided to make this a merge to next instead. See merge request !193
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commit
abf92e965c
1 changed files with 7 additions and 12 deletions
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@ -3971,7 +3971,7 @@ FILESTAMP
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if (client)
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{
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INT32 i;
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for (i = 0; i < MAXNETNODES; i++)
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for (i = 0; i < MAXPLAYERS; i++)
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if (playeringame[i])
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playerpingtable[i] = (tic_t)netbuffer->u.pingtable[i];
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}
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@ -4529,8 +4529,8 @@ static inline void PingUpdate(void)
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}
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//send out our ping packets
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for (i = 0; i < MAXPLAYERS; i++)
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if (playeringame[i])
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for (i = 0; i < MAXNETNODES; i++)
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if (nodeingame[i])
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HSendPacket(i, true, 0, sizeof(INT32) * MAXPLAYERS);
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pingmeasurecount = 1; //Reset count
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@ -4560,20 +4560,15 @@ void NetUpdate(void)
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gametime = nowtime;
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if (!(gametime % 255) && netgame && server)
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{
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#ifdef NEWPING
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PingUpdate();
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#endif
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}
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#ifdef NEWPING
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if (server)
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{
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if (netgame && !(gametime % 255))
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PingUpdate();
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// update node latency values so we can take an average later.
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for (i = 0; i < MAXNETNODES; i++)
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for (i = 0; i < MAXPLAYERS; i++)
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if (playeringame[i])
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realpingtable[i] += G_TicsToMilliseconds(GetLag(i));
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realpingtable[i] += G_TicsToMilliseconds(GetLag(playernode[i]));
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pingmeasurecount++;
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}
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#endif
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