Reduced latency when leaving NetPlayServer by adjusting timeout values on enet_host_service calls
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@ -264,7 +264,7 @@ void NetPlayServer::ThreadFunc()
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int net;
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int net;
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if (m_traversal_client)
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if (m_traversal_client)
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m_traversal_client->HandleResends();
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m_traversal_client->HandleResends();
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net = enet_host_service(m_server, &netEvent, 1000);
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net = enet_host_service(m_server, &netEvent, 100);
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while (!m_async_queue.Empty())
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while (!m_async_queue.Empty())
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{
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{
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{
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{
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@ -3,6 +3,7 @@
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#pragma once
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#pragma once
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#include <atomic>
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#include <functional>
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#include <functional>
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#include <memory>
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#include <memory>
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#include <string>
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#include <string>
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@ -171,7 +172,7 @@ private:
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bool m_is_copy_button_retry = false;
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bool m_is_copy_button_retry = false;
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bool m_got_stop_request = true;
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bool m_got_stop_request = true;
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int m_buffer_size = 0;
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int m_buffer_size = 0;
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int m_player_count = 0;
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std::atomic<int> m_player_count = 0;
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int m_old_player_count = 0;
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int m_old_player_count = 0;
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bool m_host_input_authority = false;
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bool m_host_input_authority = false;
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