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hub / github.com/ZDoom/Raze / Net_CheckLastReceived

Function Net_CheckLastReceived

source/core/d_net.cpp:1816–1855  ·  view source on GitHub ↗

Source from the content-addressed store, hash-verified

1814
1815
1816void Net_CheckLastReceived (int counts)
1817{
1818#if 0
1819 // [Ed850] Check to see the last time a packet was received.
1820 // If it's longer then 3 seconds, a node has likely stalled.
1821 if (I_GetTime() - lastglobalrecvtime >= GameTicRate * 3)
1822 {
1823 lastglobalrecvtime = I_GetTime(); //Bump the count
1824
1825 if (NetMode == NET_PeerToPeer || myconnectindex == Net_Arbitrator)
1826 {
1827 //Keep the local node in the for loop so we can still log any cases where the local node is /somehow/ late.
1828 //However, we don't send a resend request for sanity reasons.
1829 for (int i = 0; i < doomcom.numnodes; i++)
1830 {
1831 if (nodeingame[i] && nettics[i] <= gametic + counts)
1832 {
1833 #
1834 if (debugfile && !players[playerfornode[i]].waiting)
1835 fprintf(debugfile, "%i is slow (%i to %i)\n",
1836 i, nettics[i], gametic + counts);
1837 //Send resend request to the late node. Also mark the node as waiting to display it in the hud.
1838 if (i != 0)
1839 remoteresend[i] = players[playerfornode[i]].waiting = hadlate = true;
1840 }
1841 else
1842 players[playerfornode[i]].waiting = false;
1843 }
1844 }
1845 else
1846 { //Send a resend request to the Arbitrator, as it's obvious we are stuck here.
1847 if (debugfile && !players[Net_Arbitrator].waiting)
1848 fprintf(debugfile, "Arbitrator is slow (%i to %i)\n",
1849 nettics[nodeforplayer[Net_Arbitrator]], gametic + counts);
1850 //Send resend request to the Arbitrator. Also mark the Arbitrator as waiting to display it in the hud.
1851 remoteresend[nodeforplayer[Net_Arbitrator]] = players[Net_Arbitrator].waiting = hadlate = true;
1852 }
1853 }
1854#endif
1855}
1856
1857void Net_NewMakeTic (void)
1858{

Callers 1

TryRunTicsFunction · 0.85

Calls 1

I_GetTimeFunction · 0.85

Tested by

no test coverage detected