When receiving a ping a non turn master knows that there were no further
actions and can continue the game.
---
src/game/game.cpp | 10 +++++++++-
src/game/game.h | 3 +++
2 files changed, 12 insertions(+), 1 deletions(-)
diff --git a/src/game/game.cpp b/src/game/game.cpp
index 70df1d8..e7ca30c 100644
--- a/src/game/game.cpp
+++ b/src/game/game.cpp
@@ -223,6 +223,7 @@ Game::Game():
delay(0),
time_of_next_frame(0),
time_of_next_phy_frame(0),
+ tick_count_of_next_ping(0),
character_already_chosen(false),
m_current_turn(0)
{ }
@@ -248,7 +249,7 @@ void Game::Init()
FOR_ALL_CHARACTERS(team, character)
(*character).ResetDamageStats();
-
+ tick_count_of_next_ping = 0; // 0 = as early as possible
SetState(END_TURN, true); // begin with a small pause
}
@@ -525,6 +526,13 @@ void Game::MainLoop()
if (Time::GetInstance()->Read() % 1000 == 20 &&
Network::GetInstance()->IsGameMaster())
PingClient();
+
+ uint current_tick_count = SDL_GetTicks();
+ if (current_tick_count >= tick_count_of_next_ping &&
Network::GetInstance()->IsTurnMaster()) {
+ tick_count_of_next_ping = current_tick_count + MS_BETWEEN_PINGS;
+ Action a(Action::ACTION_NETWORK_PING);
+ Network::GetInstance()->SendActionToAll(a);
+ }
StatStart("Game:RefreshInput()");
RefreshInput();
StatStop("Game:RefreshInput()");
diff --git a/src/game/game.h b/src/game/game.h
index 0ef790e..e83d9c9 100644
--- a/src/game/game.h
+++ b/src/game/game.h
@@ -77,6 +77,9 @@ private:
uint time_of_next_frame;
// Time to compute the next physic engine frame
uint time_of_next_phy_frame;
+ uint tick_count_of_next_ping;
+ // Real time milliseconds intervall in which the turn master pings the other
players.
+ static const uint MS_BETWEEN_PINGS = 100;
bool character_already_chosen;
--
1.6.0.4
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