mirror of
https://github.com/wesnoth/wesnoth
synced 2025-04-29 02:16:41 +00:00
remove the ping sending again,
...this needs to be implemented at some other level.. no idea where
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9869b06731
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@ -34,7 +34,6 @@ playmp_controller::playmp_controller(const config& level,
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beep_warning_time_ = 0;
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turn_data_ = NULL;
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is_host_ = is_host;
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last_ping_ = time(NULL);
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}
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playmp_controller::~playmp_controller() {
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@ -174,7 +173,6 @@ void playmp_controller::play_human_turn(){
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throw e;
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}
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if (current_team().countdown_time() > 0 && ( level_["mp_countdown"] == "yes" ) && !linger_){
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SDL_Delay(1);
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const int ticks = SDL_GetTicks();
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@ -223,16 +221,16 @@ void playmp_controller::play_human_turn(){
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void playmp_controller::linger(upload_log& log, LEVEL_RESULT result)
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{
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LOG_NG << "beginning end-of-scenario linger";
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browse_ = true;
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linger_ = true;
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// this is actually for after linger mode is over -- we don't want to
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// stay stuck in linger state when the *next* scenario is over.
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gamestate_.completion = "running";
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// End all unit moves
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for (unit_map::iterator u = units_.begin(); u != units_.end(); u++) {
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u->second.set_user_end_turn(true);
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}
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LOG_NG << "beginning end-of-scenario linger";
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browse_ = true;
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linger_ = true;
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// this is actually for after linger mode is over -- we don't want to
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// stay stuck in linger state when the *next* scenario is over.
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gamestate_.completion = "running";
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// End all unit moves
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for (unit_map::iterator u = units_.begin(); u != units_.end(); u++) {
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u->second.set_user_end_turn(true);
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}
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//current_team().set_countdown_time(0);
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//halt and cancel the countdown timer
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if(beep_warning_time_ < 0) {
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@ -255,31 +253,31 @@ void playmp_controller::linger(upload_log& log, LEVEL_RESULT result)
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gui_->draw();
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gui_->update_display();
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try {
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// reimplement parts of play_side()
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turn_data_ = new turn_info(gameinfo_,gamestate_,status_,
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*gui_,map_,teams_,player_number_,units_,replay_sender_, undo_stack_);
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turn_data_->replay_error().attach_handler(this);
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turn_data_->host_transfer().attach_handler(this);
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try {
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// reimplement parts of play_side()
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turn_data_ = new turn_info(gameinfo_,gamestate_,status_,
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*gui_,map_,teams_,player_number_,units_,replay_sender_, undo_stack_);
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turn_data_->replay_error().attach_handler(this);
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turn_data_->host_transfer().attach_handler(this);
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play_human_turn();
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after_human_turn();
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play_human_turn();
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after_human_turn();
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} catch(game::load_game_exception&) {
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// Loading a new game is effectively a quit.
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log.quit(status_.turn());
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throw;
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} catch(end_level_exception& e) {
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//Catch this error here so mp players quitting unexpectedly are not thrown back
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//to the title screen
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result = e.result;
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}
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} catch(game::load_game_exception&) {
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// Loading a new game is effectively a quit.
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log.quit(status_.turn());
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throw;
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} catch(end_level_exception& e) {
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//Catch this error here so mp players quitting unexpectedly are not thrown back
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//to the title screen
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result = e.result;
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}
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// revert the end-turn button text to its normal label
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gui_->get_theme().refresh_title2(std::string("button-endturn"), std::string("title"));
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gui_->invalidate_theme();
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LOG_NG << "ending end-of-scenario linger";
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LOG_NG << "ending end-of-scenario linger";
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}
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void playmp_controller::after_human_turn(){
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@ -334,14 +332,6 @@ void playmp_controller::play_network_turn(){
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turn_data.host_transfer().attach_handler(this);
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for(;;) {
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// Send a ping to the server every 10 seconds.
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time_t now = time(NULL);
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if (last_ping_+10 < now) {
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last_ping_ = now;
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config ping;
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ping["ping"] = lexical_cast<std::string>(now);
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network::send_data(ping);
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}
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bool have_data = false;
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config cfg;
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@ -63,7 +63,6 @@ protected:
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private:
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void process_oos(const std::string& err_msg);
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static unsigned int replay_last_turn_;
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time_t last_ping_;
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};
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#endif
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