This commit is contained in:
Christoph Oelckers 2014-01-01 16:51:27 +01:00
commit 853c1c4f1e
2 changed files with 45 additions and 35 deletions

View file

@ -1747,6 +1747,8 @@ void TryRunTics (void)
if (counts == 0 && !doWait)
{
// Check possible stall conditions
Net_CheckLastRecieved(counts);
return;
}
@ -1824,41 +1826,8 @@ void TryRunTics (void)
if (lowtic < gametic)
I_Error ("TryRunTics: lowtic < gametic");
// [Ed850] Check to see the last time a packet was recieved.
// If it's longer then 3 seconds, a node has likely stalled.
if(I_GetTime(false) - lastglobalrecvtime >= TICRATE*3)
{
lastglobalrecvtime = I_GetTime(false); //Bump the count
if(NetMode == NET_PeerToPeer || consoleplayer == Net_Arbitrator)
{
//Keep the local node in the for loop so we can still log any cases where the local node is /somehow/ late.
//However, we don't send a resend request for sanity reasons.
for (i = 0; i < doomcom.numnodes; i++)
{
if (nodeingame[i] && nettics[i] < gametic + counts)
{
if (debugfile)
fprintf (debugfile, "%i is slow (%i to %i)\n",
i, nettics[i], gametic+counts);
//Send resend request to the late node. Also mark the node as waiting to display it in the hud.
if(i != 0)
remoteresend[i] = players[playerfornode[i]].waiting = hadlate = true;
}
else
players[playerfornode[i]].waiting = false;
}
}
else
{ //Send a resend request to the Arbitrator, as it's obvious we are stuck here.
if (debugfile)
fprintf (debugfile, "Arbitrator is slow (%i to %i)\n",
nettics[Net_Arbitrator], gametic+counts);
//Send resend request to the Arbitrator. Also mark the Arbitrator as waiting to display it in the hud.
if(i != 0)
remoteresend[Net_Arbitrator] = players[playerfornode[Net_Arbitrator]].waiting = hadlate = true;
}
}
// Check possible stall conditions
Net_CheckLastRecieved (counts);
// don't stay in here forever -- give the menu a chance to work
if (I_GetTime (false) - entertic >= TICRATE/3)
@ -1901,6 +1870,44 @@ void TryRunTics (void)
}
}
void Net_CheckLastRecieved (int counts)
{
// [Ed850] Check to see the last time a packet was recieved.
// If it's longer then 3 seconds, a node has likely stalled.
if (I_GetTime(false) - lastglobalrecvtime >= TICRATE * 3)
{
lastglobalrecvtime = I_GetTime(false); //Bump the count
if (NetMode == NET_PeerToPeer || consoleplayer == Net_Arbitrator)
{
//Keep the local node in the for loop so we can still log any cases where the local node is /somehow/ late.
//However, we don't send a resend request for sanity reasons.
for (int i = 0; i < doomcom.numnodes; i++)
{
if (nodeingame[i] && nettics[i] <= gametic + counts)
{
if (debugfile && !players[playerfornode[i]].waiting)
fprintf(debugfile, "%i is slow (%i to %i)\n",
i, nettics[i], gametic + counts);
//Send resend request to the late node. Also mark the node as waiting to display it in the hud.
if (i != 0)
remoteresend[i] = players[playerfornode[i]].waiting = hadlate = true;
}
else
players[playerfornode[i]].waiting = false;
}
}
else
{ //Send a resend request to the Arbitrator, as it's obvious we are stuck here.
if (debugfile && !players[playerfornode[Net_Arbitrator]].waiting)
fprintf(debugfile, "Arbitrator is slow (%i to %i)\n",
nettics[Net_Arbitrator], gametic + counts);
//Send resend request to the Arbitrator. Also mark the Arbitrator as waiting to display it in the hud.
remoteresend[Net_Arbitrator] = players[playerfornode[Net_Arbitrator]].waiting = hadlate = true;
}
}
}
void Net_NewMakeTic (void)
{
specials.NewMakeTic ();

View file

@ -115,6 +115,9 @@ void D_QuitNetGame (void);
//? how many ticks to run?
void TryRunTics (void);
//Use for checking to see if the netgame has stalled
void Net_CheckLastRecieved(int);
// [RH] Functions for making and using special "ticcmds"
void Net_NewMakeTic ();
void Net_WriteByte (BYTE);