diff --git a/src/playmp_controller.cpp b/src/playmp_controller.cpp index 3ac3c69b967..18692dd7677 100644 --- a/src/playmp_controller.cpp +++ b/src/playmp_controller.cpp @@ -34,7 +34,6 @@ playmp_controller::playmp_controller(const config& level, beep_warning_time_ = 0; turn_data_ = NULL; is_host_ = is_host; - last_ping_ = time(NULL); } playmp_controller::~playmp_controller() { @@ -174,7 +173,6 @@ void playmp_controller::play_human_turn(){ throw e; } - if (current_team().countdown_time() > 0 && ( level_["mp_countdown"] == "yes" ) && !linger_){ SDL_Delay(1); const int ticks = SDL_GetTicks(); @@ -223,16 +221,16 @@ void playmp_controller::play_human_turn(){ void playmp_controller::linger(upload_log& log, LEVEL_RESULT result) { - LOG_NG << "beginning end-of-scenario linger"; - browse_ = true; - linger_ = true; - // this is actually for after linger mode is over -- we don't want to - // stay stuck in linger state when the *next* scenario is over. - gamestate_.completion = "running"; - // End all unit moves - for (unit_map::iterator u = units_.begin(); u != units_.end(); u++) { - u->second.set_user_end_turn(true); - } + LOG_NG << "beginning end-of-scenario linger"; + browse_ = true; + linger_ = true; + // this is actually for after linger mode is over -- we don't want to + // stay stuck in linger state when the *next* scenario is over. + gamestate_.completion = "running"; + // End all unit moves + for (unit_map::iterator u = units_.begin(); u != units_.end(); u++) { + u->second.set_user_end_turn(true); + } //current_team().set_countdown_time(0); //halt and cancel the countdown timer if(beep_warning_time_ < 0) { @@ -255,31 +253,31 @@ void playmp_controller::linger(upload_log& log, LEVEL_RESULT result) gui_->draw(); gui_->update_display(); - try { - // reimplement parts of play_side() - turn_data_ = new turn_info(gameinfo_,gamestate_,status_, - *gui_,map_,teams_,player_number_,units_,replay_sender_, undo_stack_); - turn_data_->replay_error().attach_handler(this); - turn_data_->host_transfer().attach_handler(this); + try { + // reimplement parts of play_side() + turn_data_ = new turn_info(gameinfo_,gamestate_,status_, + *gui_,map_,teams_,player_number_,units_,replay_sender_, undo_stack_); + turn_data_->replay_error().attach_handler(this); + turn_data_->host_transfer().attach_handler(this); - play_human_turn(); - after_human_turn(); + play_human_turn(); + after_human_turn(); - } catch(game::load_game_exception&) { - // Loading a new game is effectively a quit. - log.quit(status_.turn()); - throw; - } catch(end_level_exception& e) { - //Catch this error here so mp players quitting unexpectedly are not thrown back - //to the title screen - result = e.result; - } + } catch(game::load_game_exception&) { + // Loading a new game is effectively a quit. + log.quit(status_.turn()); + throw; + } catch(end_level_exception& e) { + //Catch this error here so mp players quitting unexpectedly are not thrown back + //to the title screen + result = e.result; + } // revert the end-turn button text to its normal label gui_->get_theme().refresh_title2(std::string("button-endturn"), std::string("title")); gui_->invalidate_theme(); - LOG_NG << "ending end-of-scenario linger"; + LOG_NG << "ending end-of-scenario linger"; } void playmp_controller::after_human_turn(){ @@ -334,14 +332,6 @@ void playmp_controller::play_network_turn(){ turn_data.host_transfer().attach_handler(this); for(;;) { - // Send a ping to the server every 10 seconds. - time_t now = time(NULL); - if (last_ping_+10 < now) { - last_ping_ = now; - config ping; - ping["ping"] = lexical_cast(now); - network::send_data(ping); - } bool have_data = false; config cfg; diff --git a/src/playmp_controller.hpp b/src/playmp_controller.hpp index 818c7393095..2db01340b67 100644 --- a/src/playmp_controller.hpp +++ b/src/playmp_controller.hpp @@ -63,7 +63,6 @@ protected: private: void process_oos(const std::string& err_msg); static unsigned int replay_last_turn_; - time_t last_ping_; }; #endif