Request the client to sync. */
| 637 | |
| 638 | /** Request the client to sync. */ |
| 639 | NetworkRecvStatus ServerNetworkGameSocketHandler::SendSync() |
| 640 | { |
| 641 | Debug(net, 9, "client[{}] SendSync(), frame_counter={}, sync_seed_1={}", this->client_id, _frame_counter, _sync_seed_1); |
| 642 | |
| 643 | auto p = std::make_unique<Packet>(this, PACKET_SERVER_SYNC); |
| 644 | p->Send_uint32(_frame_counter); |
| 645 | p->Send_uint32(_sync_seed_1); |
| 646 | |
| 647 | #ifdef NETWORK_SEND_DOUBLE_SEED |
| 648 | p->Send_uint32(_sync_seed_2); |
| 649 | #endif |
| 650 | this->SendPacket(std::move(p)); |
| 651 | return NETWORK_RECV_STATUS_OKAY; |
| 652 | } |
| 653 | |
| 654 | /** |
| 655 | * Send a command to the client to execute. |
no test coverage detected