Fix: [Network] don't show "server doesn't respond" while in queue

Send all clients in the queue every game-day a packet that they
are still in the queue.

(cherry picked from commit 13889b6554)

# Conflicts:
#	src/network/network_server.cpp
pull/221/head
Patric Stout 3 years ago committed by Jonathan G Rennison
parent 7da90af2f4
commit c13c201f72

@ -1972,6 +1972,21 @@ void NetworkServer_Tick(bool send_frame)
}
break;
case NetworkClientSocket::STATUS_MAP_WAIT:
/* Send every two seconds a packet to the client, to make sure
* he knows the server is still there; just someone else is
* still receiving the map. */
if (std::chrono::steady_clock::now() > cs->last_packet + std::chrono::seconds(2)) {
cs->SendWait();
/* We need to reset the timer, as otherwise we will be
* spamming the client. Strictly speaking this variable
* tracks when we last received a packet from the client,
* but as he is waiting, he will not send us any till we
* start sending him data. */
cs->last_packet = std::chrono::steady_clock::now();
}
break;
case NetworkClientSocket::STATUS_MAP:
/* Downloading the map... this is the amount of time since starting the saving. */
if (lag > _settings_client.network.max_download_time) {
@ -2001,7 +2016,6 @@ void NetworkServer_Tick(bool send_frame)
}
break;
case NetworkClientSocket::STATUS_MAP_WAIT:
case NetworkClientSocket::STATUS_CLOSE_PENDING:
/* This is an internal state where we do not wait
* on the client to move to a different state. */

@ -45,7 +45,6 @@ protected:
NetworkRecvStatus SendCompanyInfo();
NetworkRecvStatus SendNewGRFCheck();
NetworkRecvStatus SendWelcome();
NetworkRecvStatus SendWait();
NetworkRecvStatus SendNeedGamePassword();
NetworkRecvStatus SendNeedCompanyPassword();
@ -91,6 +90,7 @@ public:
void CheckNextClientToSendMap(NetworkClientSocket *ignore_cs = nullptr);
NetworkRecvStatus SendWait();
NetworkRecvStatus SendMap();
NetworkRecvStatus SendErrorQuit(ClientID client_id, NetworkErrorCode errorno);
NetworkRecvStatus SendQuit(ClientID client_id);

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