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Merge branch 'master' of https://github.com/Edward850/zdoom
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commit
853c1c4f1e
2 changed files with 45 additions and 35 deletions
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@ -1747,6 +1747,8 @@ void TryRunTics (void)
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if (counts == 0 && !doWait)
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{
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// Check possible stall conditions
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Net_CheckLastRecieved(counts);
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return;
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}
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@ -1824,41 +1826,8 @@ void TryRunTics (void)
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if (lowtic < gametic)
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I_Error ("TryRunTics: lowtic < gametic");
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// [Ed850] Check to see the last time a packet was recieved.
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// If it's longer then 3 seconds, a node has likely stalled.
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if(I_GetTime(false) - lastglobalrecvtime >= TICRATE*3)
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{
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lastglobalrecvtime = I_GetTime(false); //Bump the count
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if(NetMode == NET_PeerToPeer || consoleplayer == Net_Arbitrator)
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{
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//Keep the local node in the for loop so we can still log any cases where the local node is /somehow/ late.
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//However, we don't send a resend request for sanity reasons.
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for (i = 0; i < doomcom.numnodes; i++)
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{
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if (nodeingame[i] && nettics[i] < gametic + counts)
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{
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if (debugfile)
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fprintf (debugfile, "%i is slow (%i to %i)\n",
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i, nettics[i], gametic+counts);
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//Send resend request to the late node. Also mark the node as waiting to display it in the hud.
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if(i != 0)
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remoteresend[i] = players[playerfornode[i]].waiting = hadlate = true;
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}
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else
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players[playerfornode[i]].waiting = false;
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}
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}
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else
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{ //Send a resend request to the Arbitrator, as it's obvious we are stuck here.
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if (debugfile)
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fprintf (debugfile, "Arbitrator is slow (%i to %i)\n",
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nettics[Net_Arbitrator], gametic+counts);
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//Send resend request to the Arbitrator. Also mark the Arbitrator as waiting to display it in the hud.
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if(i != 0)
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remoteresend[Net_Arbitrator] = players[playerfornode[Net_Arbitrator]].waiting = hadlate = true;
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}
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}
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// Check possible stall conditions
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Net_CheckLastRecieved (counts);
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// don't stay in here forever -- give the menu a chance to work
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if (I_GetTime (false) - entertic >= TICRATE/3)
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@ -1901,6 +1870,44 @@ void TryRunTics (void)
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}
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}
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void Net_CheckLastRecieved (int counts)
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{
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// [Ed850] Check to see the last time a packet was recieved.
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// If it's longer then 3 seconds, a node has likely stalled.
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if (I_GetTime(false) - lastglobalrecvtime >= TICRATE * 3)
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{
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lastglobalrecvtime = I_GetTime(false); //Bump the count
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if (NetMode == NET_PeerToPeer || consoleplayer == Net_Arbitrator)
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{
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//Keep the local node in the for loop so we can still log any cases where the local node is /somehow/ late.
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//However, we don't send a resend request for sanity reasons.
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for (int i = 0; i < doomcom.numnodes; i++)
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{
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if (nodeingame[i] && nettics[i] <= gametic + counts)
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{
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if (debugfile && !players[playerfornode[i]].waiting)
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fprintf(debugfile, "%i is slow (%i to %i)\n",
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i, nettics[i], gametic + counts);
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//Send resend request to the late node. Also mark the node as waiting to display it in the hud.
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if (i != 0)
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remoteresend[i] = players[playerfornode[i]].waiting = hadlate = true;
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}
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else
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players[playerfornode[i]].waiting = false;
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}
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}
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else
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{ //Send a resend request to the Arbitrator, as it's obvious we are stuck here.
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if (debugfile && !players[playerfornode[Net_Arbitrator]].waiting)
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fprintf(debugfile, "Arbitrator is slow (%i to %i)\n",
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nettics[Net_Arbitrator], gametic + counts);
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//Send resend request to the Arbitrator. Also mark the Arbitrator as waiting to display it in the hud.
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remoteresend[Net_Arbitrator] = players[playerfornode[Net_Arbitrator]].waiting = hadlate = true;
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}
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}
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}
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void Net_NewMakeTic (void)
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{
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specials.NewMakeTic ();
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@ -115,6 +115,9 @@ void D_QuitNetGame (void);
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//? how many ticks to run?
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void TryRunTics (void);
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//Use for checking to see if the netgame has stalled
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void Net_CheckLastRecieved(int);
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// [RH] Functions for making and using special "ticcmds"
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void Net_NewMakeTic ();
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void Net_WriteByte (BYTE);
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