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Fix calculations of server ping in in-game server list. Minimize floating point calculations, using double instead of float, avoid calling timer twice when receiving pong, and capture pong time more precisely.
62 lines
1.7 KiB
C
62 lines
1.7 KiB
C
/*
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* Copyright (C) Volition, Inc. 1999. All rights reserved.
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*
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* All source code herein is the property of Volition, Inc. You may not sell
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* or otherwise commercially exploit the source or things you created based on the
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* source.
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*
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*/
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#ifndef _MULTIPLAYER_PING_HEADER_FILE
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#define _MULTIPLAYER_PING_HEADER_FILE
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// ------------------------------------------------------------------------------------
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// MULTIPLAYER PING DEFINES/VARS
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//
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struct header;
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struct net_addr;
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struct net_player;
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// the max ping we'll store to calculate the average
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#define MAX_PINGS 10
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typedef struct ping_struct {
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fix ping_start; // time the current ping was sent out, or -1 if none. using fix for higher precision
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fix ping_times[MAX_PINGS]; // ping times for calculating the average, using precision of timer_get_fixed_seconds()
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int num_pings; // # of pings in the ping_times array
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int ping_add; // where to add the next ping
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int ping_avg; // in ms, this is the only thing we should be concerned with
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} ping_struct;
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// ------------------------------------------------------------------------------------
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// MULTIPLAYER PING FUNCTIONS
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//
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// initialize all player ping times
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void multi_ping_reset_players();
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// initialize the given ping struct
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void multi_ping_reset(ping_struct *ps);
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// start a ping - call this when sending a ping packet
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void multi_ping_start(ping_struct *ps);
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// evaluate a pong return on the given struct
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void multi_ping_eval_pong(ping_struct *ps, fix pong_time);
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// send a ping to a specific player
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void multi_ping_send(net_player *p);
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// send a ping to the specified address
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void multi_ping_send(net_addr *addr,ping_struct *ps);
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// send a ping to all players
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void multi_ping_send_all();
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#endif
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