Codechange: [Network] replace _realtime_tick with std::chrono
(cherry picked from commit 53c28a8ec9
)
This commit is contained in:

committed by
Jonathan G Rennison

parent
729df75d3e
commit
d4f208d9c1
@@ -1932,7 +1932,7 @@ void NetworkServer_Tick(bool send_frame)
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case NetworkClientSocket::STATUS_ACTIVE:
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if (lag > _settings_client.network.max_lag_time) {
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/* Client did still not report in within the specified limit. */
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IConsolePrintF(CC_ERROR, cs->last_packet + lag * MILLISECONDS_PER_TICK > _realtime_tick ?
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IConsolePrintF(CC_ERROR, cs->last_packet + std::chrono::milliseconds(lag * MILLISECONDS_PER_TICK) > std::chrono::steady_clock::now() ?
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/* A packet was received in the last three game days, so the client is likely lagging behind. */
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"Client #%d is dropped because the client's game state is more than %d ticks behind" :
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/* No packet was received in the last three game days; sounds like a lost connection. */
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@@ -1943,11 +1943,11 @@ void NetworkServer_Tick(bool send_frame)
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}
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/* Report once per time we detect the lag, and only when we
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* received a packet in the last 2000 milliseconds. If we
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* received a packet in the last 2 seconds. If we
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* did not receive a packet, then the client is not just
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* slow, but the connection is likely severed. Mentioning
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* frame_freq is not useful in this case. */
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if (lag > (uint)DAY_TICKS && cs->lag_test == 0 && cs->last_packet + 2000 > _realtime_tick) {
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if (lag > (uint)DAY_TICKS && cs->lag_test == 0 && cs->last_packet + std::chrono::seconds(2) > std::chrono::steady_clock::now()) {
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IConsolePrintF(CC_WARNING, "[%d] Client #%d is slow, try increasing [network.]frame_freq to a higher value!", _frame_counter, cs->client_id);
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cs->lag_test = 1;
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}
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