(trying to) check if the server is lagging, avoid ms registration in the middle of a game

git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@5551 e016b1c5-ed68-44aa-a2f7-31cac88cffde
This commit is contained in:
Rafael Barreto
2010-08-07 04:28:44 +00:00
parent 8ab99eb948
commit ebac2ab0d0
2 changed files with 12 additions and 2 deletions
+5 -1
View File
@@ -87,6 +87,7 @@ bool requestmasterf(const char *fmt, ...)
}
extern void processmasterinput(const char *cmd, int cmdlen, const char *args);
extern bool msreg;
void processmasterinput()
{
@@ -105,7 +106,10 @@ void processmasterinput()
if(!strncmp(input, "failreg", cmdlen))
logline(ACLOG_WARNING, "master server registration failed: %s", args);
else if(!strncmp(input, "succreg", cmdlen))
{
msreg = false;
logline(ACLOG_INFO, "master server registration succeeded");
}
else processmasterinput(input, cmdlen, args);
masterinpos = end - masterin.getbuf();
@@ -162,7 +166,7 @@ extern char *global_name;
// send alive signal to masterserver every hour of uptime
static inline void updatemasterserver(int millis, int port)
{
if(!lastupdatemaster || millis-lastupdatemaster>60*60*1000)
if(!lastupdatemaster || millis-lastupdatemaster>40*60*1000)
{
char servername[30]; memset(servername,'\0',30); filtertext(servername,global_name,-1,20);
if(mastername[0]) requestmasterf("regserv %d %s %d\n", port, servername[0] ? servername : "noname", AC_VERSION);