Updated comment explaining enet_peer_timeout's use in NetPlayClient.cpp and NetPlayServer.cpp; Corrected syntax related to PEER_TIMEOUT in NetplayClient.cpp

This commit is contained in:
Sage King 2022-08-07 09:37:28 -06:00
parent 2f367d7a9b
commit 477c20e28d
2 changed files with 12 additions and 4 deletions

View File

@ -152,8 +152,9 @@ NetPlayClient::NetPlayClient(const std::string& address, const u16 port, NetPlay
return; return;
} }
// Extend reliable traffic timeout // Update time in milliseconds of no acknoledgment of
enet_peer_timeout(m_server, 0, PEER_TIMEOUT, PEER_TIMEOUT); // sent packets before a connection is deemed disconnected
enet_peer_timeout(m_server, 0, PEER_TIMEOUT.count(), PEER_TIMEOUT.count());
ENetEvent netEvent; ENetEvent netEvent;
int net = enet_host_service(m_client, &netEvent, 5000); int net = enet_host_service(m_client, &netEvent, 5000);
@ -211,8 +212,9 @@ NetPlayClient::NetPlayClient(const std::string& address, const u16 port, NetPlay
case ENET_EVENT_TYPE_CONNECT: case ENET_EVENT_TYPE_CONNECT:
m_server = netEvent.peer; m_server = netEvent.peer;
// Extend reliable traffic timeout // Update time in milliseconds of no acknoledgment of
enet_peer_timeout(m_server, 0, PEER_TIMEOUT, PEER_TIMEOUT); // sent packets before a connection is deemed disconnected
enet_peer_timeout(m_server, 0, PEER_TIMEOUT.count(), PEER_TIMEOUT.count());
if (Connect()) if (Connect())
{ {

View File

@ -402,6 +402,8 @@ ConnectionError NetPlayServer::OnConnect(ENetPeer* incoming_connection, sf::Pack
if (StringUTF8CodePointCount(new_player.name) > MAX_NAME_LENGTH) if (StringUTF8CodePointCount(new_player.name) > MAX_NAME_LENGTH)
return ConnectionError::NameTooLong; return ConnectionError::NameTooLong;
// Update time in milliseconds of no acknoledgment of
// sent packets before a connection is deemed disconnected
enet_peer_timeout(incoming_connection, 0, PEER_TIMEOUT.count(), PEER_TIMEOUT.count()); enet_peer_timeout(incoming_connection, 0, PEER_TIMEOUT.count(), PEER_TIMEOUT.count());
// force a ping on first netplay loop // force a ping on first netplay loop
@ -2085,6 +2087,10 @@ void NetPlayServer::SendResponse(MessageID message_id, const Client& player)
response << MessageID::HostInputAuthority; response << MessageID::HostInputAuthority;
response << m_host_input_authority; response << m_host_input_authority;
break; break;
default:
INFO_LOG_FMT(NETPLAY, "Warning! Call to SendResponse() failed to send a packet.");
return;
break;
} }
// no player specified // no player specified