This patch is become useless with r6623 from yourself :)
Thanks,
Matt (gentildemon)
Florian Köberle a écrit :
> 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;
>
>
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