mirror of https://github.com/OpenTTD/OpenTTD
Fix: [Network] don't show "server doesn't respond" while in queue
Send all clients in the queue every game-day a packet that they are still in the queue.pull/8766/head
parent
8d199b1bbc
commit
13889b6554
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@ -1873,6 +1873,21 @@ void NetworkServer_Tick(bool send_frame)
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}
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break;
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case NetworkClientSocket::STATUS_MAP_WAIT:
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/* Send every two seconds a packet to the client, to make sure
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* he knows the server is still there; just someone else is
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* still receiving the map. */
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if (std::chrono::steady_clock::now() > cs->last_packet + std::chrono::seconds(2)) {
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cs->SendWait();
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/* We need to reset the timer, as otherwise we will be
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* spamming the client. Strictly speaking this variable
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* tracks when we last received a packet from the client,
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* but as he is waiting, he will not send us any till we
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* start sending him data. */
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cs->last_packet = std::chrono::steady_clock::now();
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}
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break;
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case NetworkClientSocket::STATUS_MAP:
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/* Downloading the map... this is the amount of time since starting the saving. */
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if (lag > _settings_client.network.max_download_time) {
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@ -1902,11 +1917,6 @@ void NetworkServer_Tick(bool send_frame)
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}
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break;
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case NetworkClientSocket::STATUS_MAP_WAIT:
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/* This is an internal state where we do not wait
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* on the client to move to a different state. */
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break;
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case NetworkClientSocket::STATUS_END:
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/* Bad server/code. */
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NOT_REACHED();
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@ -43,7 +43,6 @@ protected:
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NetworkRecvStatus SendCompanyInfo();
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NetworkRecvStatus SendNewGRFCheck();
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NetworkRecvStatus SendWelcome();
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NetworkRecvStatus SendWait();
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NetworkRecvStatus SendNeedGamePassword();
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NetworkRecvStatus SendNeedCompanyPassword();
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@ -82,6 +81,7 @@ public:
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void CheckNextClientToSendMap(NetworkClientSocket *ignore_cs = nullptr);
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NetworkRecvStatus SendWait();
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NetworkRecvStatus SendMap();
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NetworkRecvStatus SendErrorQuit(ClientID client_id, NetworkErrorCode errorno);
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NetworkRecvStatus SendQuit(ClientID client_id);
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