Networking bugfixes & optimization
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@@ -74,8 +74,8 @@ namespace Subsurface.Networking
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// Create new instance of configs. Parameter is "application Id". It has to be same on client and server.
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NetPeerConfiguration Config = new NetPeerConfiguration("subsurface");
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//Config.SimulatedLoss = 0.2f;
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//Config.SimulatedMinimumLatency = 0.25f;
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Config.SimulatedLoss = 0.2f;
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Config.SimulatedMinimumLatency = 0.5f;
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// Create new client, with previously created configs
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client = new NetClient(Config);
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@@ -141,7 +141,7 @@ namespace Subsurface.Networking
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// When this is set to true, we are approved and ready to go
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bool CanStart = false;
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DateTime timeOut = DateTime.Now + new TimeSpan(0,0,5);
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DateTime timeOut = DateTime.Now + new TimeSpan(0,0,15);
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// Loop untill we are approved
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while (!CanStart)
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@@ -421,6 +421,26 @@ namespace Subsurface.Networking
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gameStarted = false;
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}
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public override void Draw(Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch)
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{
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base.Draw(spriteBatch);
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if (!Game1.DebugDraw) return;
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int width = 200, height = 300;
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int x = Game1.GraphicsWidth - width, y = (int)(Game1.GraphicsHeight * 0.3f);
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GUI.DrawRectangle(spriteBatch, new Rectangle(x, y, width, height), Color.Black * 0.7f, true);
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spriteBatch.DrawString(GUI.Font, "Network statistics:", new Vector2(x + 10, y + 10), Color.White);
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spriteBatch.DrawString(GUI.SmallFont, "Received bytes: " + client.Statistics.ReceivedBytes, new Vector2(x + 10, y + 45), Color.White);
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spriteBatch.DrawString(GUI.SmallFont, "Received packets: " + client.Statistics.ReceivedPackets, new Vector2(x + 10, y + 60), Color.White);
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spriteBatch.DrawString(GUI.SmallFont, "Sent bytes: " + client.Statistics.SentBytes, new Vector2(x + 10, y + 75), Color.White);
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spriteBatch.DrawString(GUI.SmallFont, "Sent packets: " + client.Statistics.SentPackets, new Vector2(x + 10, y + 90), Color.White);
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}
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public override void Disconnect()
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{
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NetOutgoingMessage msg = client.CreateMessage();
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@@ -514,7 +534,7 @@ namespace Subsurface.Networking
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msg.Write((byte)type);
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msg.Write(message);
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client.SendMessage(msg, NetDeliveryMethod.Unreliable);
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client.SendMessage(msg, NetDeliveryMethod.ReliableUnordered);
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}
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/// <summary>
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