Updated comment explaining enet_peer_timeout's use in NetPlayClient.cpp and NetPlayServer.cpp; Corrected syntax related to PEER_TIMEOUT in NetplayClient.cpp
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@ -152,8 +152,9 @@ NetPlayClient::NetPlayClient(const std::string& address, const u16 port, NetPlay
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return;
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}
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// Extend reliable traffic timeout
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enet_peer_timeout(m_server, 0, PEER_TIMEOUT, PEER_TIMEOUT);
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// Update time in milliseconds of no acknoledgment of
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// sent packets before a connection is deemed disconnected
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enet_peer_timeout(m_server, 0, PEER_TIMEOUT.count(), PEER_TIMEOUT.count());
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ENetEvent netEvent;
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int net = enet_host_service(m_client, &netEvent, 5000);
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@ -211,8 +212,9 @@ NetPlayClient::NetPlayClient(const std::string& address, const u16 port, NetPlay
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case ENET_EVENT_TYPE_CONNECT:
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m_server = netEvent.peer;
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// Extend reliable traffic timeout
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enet_peer_timeout(m_server, 0, PEER_TIMEOUT, PEER_TIMEOUT);
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// Update time in milliseconds of no acknoledgment of
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// sent packets before a connection is deemed disconnected
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enet_peer_timeout(m_server, 0, PEER_TIMEOUT.count(), PEER_TIMEOUT.count());
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if (Connect())
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{
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@ -402,6 +402,8 @@ ConnectionError NetPlayServer::OnConnect(ENetPeer* incoming_connection, sf::Pack
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if (StringUTF8CodePointCount(new_player.name) > MAX_NAME_LENGTH)
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return ConnectionError::NameTooLong;
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// Update time in milliseconds of no acknoledgment of
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// sent packets before a connection is deemed disconnected
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enet_peer_timeout(incoming_connection, 0, PEER_TIMEOUT.count(), PEER_TIMEOUT.count());
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// force a ping on first netplay loop
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@ -2085,6 +2087,10 @@ void NetPlayServer::SendResponse(MessageID message_id, const Client& player)
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response << MessageID::HostInputAuthority;
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response << m_host_input_authority;
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break;
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default:
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INFO_LOG_FMT(NETPLAY, "Warning! Call to SendResponse() failed to send a packet.");
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return;
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break;
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}
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// no player specified
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