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Cleanup, UI improvements
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skyjake committed Aug 30, 2003
1 parent dc954f8 commit dcacd2a
Showing 1 changed file with 11 additions and 34 deletions.
45 changes: 11 additions & 34 deletions doomsday/Src/net_main.c
Expand Up @@ -77,10 +77,7 @@ int gotframe = false;
boolean firstNetUpdate = true;

boolean monitorSendQueue = false;
//boolean net_timerefresh = false;
boolean net_showlatencies = false;
//int net_stressmargin = 10;
//int net_dampentime = 7;
boolean net_dev = false;
int net_dontsleep = false;
int net_ticsync = true;
Expand All @@ -95,44 +92,22 @@ netbuffer_t reboundstore;
cvar_t netCVars[] =
{
"net_MSQ", OBSOLETE, CVT_BYTE, &monitorSendQueue, 0, 1, "Monitor send queue.",
// "net_TimeRefresh", OBSOLETE, CVT_BYTE, &net_timerefresh, 0, 1, "Time client refresh.",
"net_Latencies", OBSOLETE, CVT_BYTE, &net_showlatencies, 0, 1, "Show client latencies.",
// "net_StressDampen", OBSOLETE|CVF_NO_MAX, CVT_INT, &net_dampentime, 0, 0, "CmdLag stress dampening interval, in tics.",
// "net_StressMargin", OBSOLETE|CVF_NO_MAX, CVT_INT, &net_stressmargin, 0, 0, "CmdLag stress margin, in tics.",
// "net_SkewDampen", OBSOLETE|CVF_NO_MAX, CVT_INT, &net_skewdampen, 0, 0, "Client time skew dampening, in frames.",
// "net_ShowSkew", OBSOLETE, CVT_BYTE, &net_showskew, 0, 1, "Show client time skew.",
"net_Dev", OBSOLETE, CVT_BYTE, &net_dev, 0, 1, "Network development mode.",
"net_DontSleep", OBSOLETE, CVT_BYTE, &net_dontsleep, 0, 1, "1=Don't sleep while waiting for tics.",
"net_FrameInterval", OBSOLETE|CVF_NO_MAX, CVT_INT, &frame_interval, 0, 0, "Minimum number of tics between sent frames.",
// "net_ResendTime", OBSOLETE|CVF_NO_MAX, CVT_INT, &net_resendtime, 0, 0, "Number of tics to wait before resending delta sets.",
"net_FrameInterval", OBSOLETE|CVF_NO_MAX, CVT_INT, &frameInterval, 0, 0, "Minimum number of tics between sent frames.",
"net_Password", OBSOLETE, CVT_CHARPTR, &net_password, 0, 0, "Password for remote login.",
// "net_ShowSets", OBSOLETE, CVT_BYTE, &net_showsets, 0, 1, "1=Show what goes in delta sets.",
// "net_MaxDif", OBSOLETE, CVT_INT, &net_maxdif, 0, 256, "Maximum difference between client pos vs. real pos.",
// "net_MinSecUpdate", OBSOLETE|CVF_NO_MAX, CVT_INT, &net_minsecupd, 0, 0, "Block range for forced sector deltas.",
// "net_FullSecUpdate", OBSOLETE|CVF_NO_MAX, CVT_INT, &net_fullsecupd, 0, 0, "Block range for full (w/reject) sector deltas.",
// "net_MaxSecUpdate", OBSOLETE|CVF_NO_MAX, CVT_INT, &net_maxsecupd, 0, 0, "Maximum block range for sector deltas.",
//--------------------------------------------------------------------------
// Some of these are obsolete...
//--------------------------------------------------------------------------
"net-queue-show", 0, CVT_BYTE, &monitorSendQueue, 0, 1, "Monitor send queue.",
// "net-stress-dampen", CVF_NO_MAX, CVT_INT, &net_dampentime, 0, 0, "CmdLag stress dampening interval, in tics.",
// "net-stress-margin", CVF_NO_MAX, CVT_INT, &net_stressmargin, 0, 0, "CmdLag stress margin, in tics.",
"net-dev", 0, CVT_BYTE, &net_dev, 0, 1, "Network development mode.",
"net-nosleep", 0, CVT_BYTE, &net_dontsleep, 0, 1, "1=Don't sleep while waiting for tics.",
// "client-skew-dampen", CVF_NO_MAX, CVT_INT, &net_skewdampen, 0, 0, "Client time skew dampening, in frames.",
// "client-skew-show", 0, CVT_BYTE, &net_showskew, 0, 1, "Show client time skew.",
"client-pos-interval", CVF_NO_MAX, CVT_INT, &net_coordtime, 0, 0, "Number of tics between client coord packets.",
"client-connect-timeout", CVF_NO_MAX, CVT_FLOAT, &net_connecttimeout, 0, 0, "Maximum number of seconds to attempt connecting to a server.",
"server-password", 0, CVT_CHARPTR, &net_password, 0, 0, "Password for remote login.",
// "server-delta-show", 0, CVT_BYTE, &net_showsets, 0, 1, "1=Show what goes in delta sets.",
// "server-refresh-show", 0, CVT_BYTE, &net_timerefresh, 0, 1, "Time client refresh.",
"server-latencies", 0, CVT_BYTE, &net_showlatencies, 0, 1, "Show client latencies.",
"server-frame-interval", CVF_NO_MAX, CVT_INT, &frame_interval, 0, 0, "Minimum number of tics between sent frames.",
// "server-frame-resend", CVF_NO_MAX, CVT_INT, &net_resendtime, 0, 0, "Number of tics to wait before resending delta sets.",
// "server-dif-max", 0, CVT_INT, &net_maxdif, 0, 256, "Maximum difference between client pos vs. real pos.",
// "server-sector-min", CVF_NO_MAX, CVT_INT, &net_minsecupd, 0, 0, "Block range for forced sector deltas.",
// "server-sector-full", CVF_NO_MAX, CVT_INT, &net_fullsecupd, 0, 0, "Block range for full (w/reject) sector deltas.",
// "server-sector-max", CVF_NO_MAX, CVT_INT, &net_maxsecupd, 0, 0, "Maximum block range for sector deltas.",
"server-frame-interval", CVF_NO_MAX, CVT_INT, &frameInterval, 0, 0, "Minimum number of tics between sent frames.",
"server-player-limit", 0, CVT_INT, &sv_maxPlayers, 0, MAXPLAYERS, "Maximum number of players on the server.",
NULL
};
Expand Down Expand Up @@ -496,7 +471,7 @@ void Net_Update(void)
// any prediction errors can be fixed. Client movement is almost
// entirely local.
coordTimer -= newtics;
if(isClient && allow_frames && coordTimer < 0
if(isClient && allowFrames && coordTimer < 0
&& players[consoleplayer].mo)
{
mobj_t *mo = players[consoleplayer].mo;
Expand Down Expand Up @@ -833,14 +808,15 @@ void Net_Drawer(void)
}
if(consoleShowFPS)
{
int x, y = 30, w = 70, h;
int x, y = 30, w, h;
sprintf(buf, "%i FPS", DD_GetFrameRate());
w = FR_TextWidth(buf) + 16;
h = FR_TextHeight(buf) + 16;
x = screenWidth - w - 10;
UI_DrawRectEx(x, y, w, h, 4,
UI_COL(UIC_BRD_HI), UI_COL(UIC_BRD_MED), UI_COL(UIC_BRD_LOW), .5f);
UI_Gradient(x + 4, y + 4, w - 8, h - 8,
UI_GradientEx(x, y, w, h, 6,
UI_COL(UIC_BG_MEDIUM), UI_COL(UIC_BG_LIGHT), .5f, .5f);
UI_DrawRectEx(x, y, w, h, 6, false,
UI_COL(UIC_BRD_HI), NULL, .5f, -1);
UI_Color(UI_COL(UIC_TEXT));
UI_TextOutEx(buf, x + 8, y + h/2, false, true, UI_COL(UIC_TEXT), 1);
}
Expand Down Expand Up @@ -975,11 +951,12 @@ void Net_Ticker(void)
{
if(Sv_IsFrameTarget(i))
{
Con_Message("%i(rdy%i): avg=%05ims thres=%05ims bwr=%05i "
Con_Message("%i(rdy%i): avg=%05ims thres=%05ims bwr=%05i (adj:%i) "
"maxfs=%05ib\n",
i, clients[i].ready, Net_GetAckTime(i),
Net_GetAckThreshold(i),
clients[i].bandwidthRating,
clients[i].bandwidthRating,
clients[i].bwrAdjustTime,
Sv_GetMaxFrameSize(i));
}
if(players[i].ingame)
Expand Down

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