Cleanup (removing unused variables & other redundancies, rethrowing exceptions instead of wrapping them in a new exception instance)
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@@ -156,7 +156,7 @@ namespace Barotrauma.Networking
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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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if (toKick != null) toKick.ForEach(c => server.DisconnectClient(c, "", "You have been disconnected because of excessive desync"));
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toKick.ForEach(c => server.DisconnectClient(c, "", "You have been disconnected because of excessive desync"));
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}
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if (events.Count > 0)
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@@ -164,12 +164,12 @@ namespace Barotrauma.Networking
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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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if (toKick != null) toKick.ForEach(c => server.DisconnectClient(c, "", "You have been disconnected because of excessive desync"));
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toKick.ForEach(c => server.DisconnectClient(c, "", "You have been disconnected because of excessive desync"));
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}
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}
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var timedOutClients = clients.FindAll(c => c.inGame && c.NeedsMidRoundSync && Timing.TotalTime > c.MidRoundSyncTimeOut);
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if (timedOutClients != null) timedOutClients.ForEach(c => GameMain.Server.DisconnectClient(c, "", "You have been disconnected because syncing your client with the server took too long."));
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timedOutClients.ForEach(c => GameMain.Server.DisconnectClient(c, "", "You have been disconnected because syncing your client with the server took too long."));
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bufferedEvents.RemoveAll(b => b.IsProcessed);
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}
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