split lobby SyncInfo order into smaller chunks

closes #4594
This commit is contained in:
Matthias Mailänder
2014-04-16 17:29:26 +02:00
parent 0f591bb3ba
commit f365f9da2b
5 changed files with 166 additions and 40 deletions

View File

@@ -8,6 +8,7 @@
*/
#endregion
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using OpenRA.Traits;
@@ -162,13 +163,57 @@ namespace OpenRA.Network
case "SyncInfo":
{
orderManager.LobbyInfo = Session.Deserialize(order.TargetString);
SetOrderLag(orderManager);
Game.SyncLobbyInfo();
break;
}
if (orderManager.FramesAhead != orderManager.LobbyInfo.GlobalSettings.OrderLatency
&& !orderManager.GameStarted)
case "SyncLobbyClients":
{
var clients = new List<Session.Client>();
var nodes = MiniYaml.FromString(order.TargetString);
foreach (var node in nodes)
{
orderManager.FramesAhead = orderManager.LobbyInfo.GlobalSettings.OrderLatency;
Log.Write("server", "Order lag is now {0} frames.", orderManager.LobbyInfo.GlobalSettings.OrderLatency);
var strings = node.Key.Split('@');
if (strings[0] == "Client")
clients.Add(FieldLoader.Load<Session.Client>(node.Value));
}
orderManager.LobbyInfo.Clients = clients;
Game.SyncLobbyInfo();
break;
}
case "SyncLobbySlots":
{
var slots = new Dictionary<string, Session.Slot>();
var nodes = MiniYaml.FromString(order.TargetString);
foreach (var node in nodes)
{
var strings = node.Key.Split('@');
if (strings[0] == "Slot")
{
var slot = FieldLoader.Load<Session.Slot>(node.Value);
slots.Add(slot.PlayerReference, slot);
}
}
orderManager.LobbyInfo.Slots = slots;
Game.SyncLobbyInfo();
break;
}
case "SyncLobbyGlobalSettings":
{
var nodes = MiniYaml.FromString(order.TargetString);
foreach (var node in nodes)
{
var strings = node.Key.Split('@');
if (strings[0] == "GlobalSettings")
FieldLoader.Load(orderManager.LobbyInfo.GlobalSettings, node.Value);
}
SetOrderLag(orderManager);
Game.SyncLobbyInfo();
break;
}
@@ -227,5 +272,14 @@ namespace OpenRA.Network
foreach (var nsc in w.ActorsWithTrait<INotifyStanceChanged>())
nsc.Trait.StanceChanged(nsc.Actor, p, target, oldStance, s);
}
static void SetOrderLag(OrderManager o)
{
if (o.FramesAhead != o.LobbyInfo.GlobalSettings.OrderLatency && !o.GameStarted)
{
o.FramesAhead = o.LobbyInfo.GlobalSettings.OrderLatency;
Log.Write("server", "Order lag is now {0} frames.", o.LobbyInfo.GlobalSettings.OrderLatency);
}
}
}
}