(svn r22370) -Codechange/fix: keep better accounting of the order in which clients joined:

* Clients can't be starved from joining the game
 * Clients will see the amount of clients actually waiting in front of them, instead of the amount of waiting clients in total
pull/155/head
rubidium 13 years ago
parent 586cd7d45e
commit 347ec4d713

@ -266,7 +266,7 @@ protected:
/**
* Notification that another client is currently receiving the map:
* uint8 Number of clients awaiting the map.
* uint8 Number of clients waiting in front of you.
*/
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_WAIT);

@ -490,9 +490,10 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendWait()
NetworkClientSocket *new_cs;
Packet *p;
/* Count how many clients are waiting in the queue */
/* Count how many clients are waiting in the queue, in front of you! */
FOR_ALL_CLIENT_SOCKETS(new_cs) {
if (new_cs->status == STATUS_MAP_WAIT) waiting++;
if (new_cs->status != STATUS_MAP_WAIT) continue;
if (new_cs->GetInfo()->join_date < this->GetInfo()->join_date || (new_cs->GetInfo()->join_date == this->GetInfo()->join_date && new_cs->client_id < this->client_id)) waiting++;
}
p = new Packet(PACKET_SERVER_WAIT);
@ -561,24 +562,28 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendMap()
* to send it is ready (maybe that happens like never ;)) */
this->status = STATUS_DONE_MAP;
/* Find the best candidate for joining, i.e. the first joiner. */
NetworkClientSocket *new_cs;
bool new_map_client = false;
/* Check if there is a client waiting for receiving the map
* and start sending him the map */
NetworkClientSocket *best = NULL;
FOR_ALL_CLIENT_SOCKETS(new_cs) {
if (new_cs->status == STATUS_MAP_WAIT) {
/* Check if we already have a new client to send the map to */
if (!new_map_client) {
/* If not, this client will get the map */
new_cs->status = STATUS_AUTHORIZED;
new_map_client = true;
new_cs->SendMap();
} else {
/* Else, send the other clients how many clients are in front of them */
new_cs->SendWait();
if (best == NULL || best->GetInfo()->join_date > new_cs->GetInfo()->join_date || (best->GetInfo()->join_date == new_cs->GetInfo()->join_date && best->client_id > new_cs->client_id)) {
best = new_cs;
}
}
}
/* Is there someone else to join? */
if (best != NULL) {
/* Let the first start joining. */
best->status = STATUS_AUTHORIZED;
best->SendMap();
/* And update the rest. */
FOR_ALL_CLIENT_SOCKETS(new_cs) {
if (new_cs->status == STATUS_MAP_WAIT) new_cs->SendWait();
}
}
}
switch (this->SendPackets()) {

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