Implement NglGame pinging#163
Closed
Hoikas wants to merge 1 commit into
Closed
Conversation
Evidently, the game connection never actually pinged. Instead, it relied on the propagation of a redundant game message. This is evil because we can sometimes hang out in the loading process for quite some time (eg beyond the socket timeout on either end)
Member
Author
|
Wrong commit range. |
Member
There was a problem hiding this comment.
Can we maybe get something like:
if (pingTimer) {
AsyncTimerDeleteCallback(pingTimer,...
pingTimer = 0
}
The extra variable and the assignment in an if are ugly and potentially confusing
Member
Author
There was a problem hiding this comment.
Blame eap. This was a copypasta job.
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
As noted by branan while stuck in the black screen age...
Evidently, the game connection never actually pinged. Instead, it relied on the propagation of a redundant game message. This is evil because we can sometimes hang out in the loading process for quite some time (eg beyond the socket timeout on either end).