Some more cleanup + event desync debug messages
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@@ -156,16 +156,25 @@ namespace Barotrauma.Networking
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//it's been 10 seconds since this event was created
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//kick everyone that hasn't received it yet, this is way too old
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List<Client> toKick = inGameClients.FindAll(c => NetIdUtils.IdMoreRecent((UInt16)(lastSentToAll + 1), c.lastRecvEntityEventID));
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toKick.ForEach(c => server.DisconnectClient(c, "", "You have been disconnected because of excessive desync"));
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toKick.ForEach(c =>
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{
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DebugConsole.NewMessage(c.name + " was kicked due to excessive desync (expected old event " + c.lastRecvEntityEventID.ToString() + ")", Microsoft.Xna.Framework.Color.Red);
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server.DisconnectClient(c, "", "You have been disconnected because of excessive desync");
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}
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);
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}
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if (events.Count > 0)
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{
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//the client is waiting for an event that we don't have anymore
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//(the ID they're expecting is smaller than the ID of the first event in our list)
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List<Client> toKick = inGameClients.FindAll(c => NetIdUtils.IdMoreRecent(events[0].ID, (UInt16)(c.lastRecvEntityEventID+1)));
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toKick.ForEach(c => server.DisconnectClient(c, "", "You have been disconnected because of excessive desync"));
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List<Client> toKick = inGameClients.FindAll(c => NetIdUtils.IdMoreRecent(events[0].ID, (UInt16)(c.lastRecvEntityEventID + 1)));
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toKick.ForEach(c =>
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{
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DebugConsole.NewMessage(c.name + " was kicked due to excessive desync (expected " + c.lastRecvEntityEventID.ToString() + ", last available is " + events[0].ID.ToString() + ")", Microsoft.Xna.Framework.Color.Red);
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server.DisconnectClient(c, "", "You have been disconnected because of excessive desync");
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}
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);
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}
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}
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