Removed the need to ping the target server first. May reduce load times for high latency people

This commit is contained in:
Bob Da Ross
2021-06-16 23:45:12 -05:00
parent e9cac15a3a
commit 1a1a47d07a
5 changed files with 50 additions and 38 deletions

View File

@@ -13,7 +13,7 @@ namespace SeamlessClientPlugin.SeamlessTransfer
public class ServerPing
{
private static WorldRequest Request;
private static WorldRequest Request { get { return Transfer.WorldRequest; } }
private static Transfer Transfer;
@@ -21,7 +21,6 @@ namespace SeamlessClientPlugin.SeamlessTransfer
{
// We need to first ping the server to make sure its running and so we can get a connection
Transfer = ClientTransfer;
Request = Transfer.WorldRequest;
if (Transfer.TargetServerID == 0)
@@ -30,40 +29,24 @@ namespace SeamlessClientPlugin.SeamlessTransfer
return;
}
MyGameServerItem E = new MyGameServerItem();
E.ConnectionString = Transfer.IPAdress;
E.SteamID = Transfer.TargetServerID;
E.Name = Transfer.ServerName;
SeamlessClient.TryShow("Beginning Redirect to server: " + Transfer.TargetServerID);
MyGameService.OnPingServerResponded += PingResponded;
MyGameService.OnPingServerFailedToRespond += FailedToRespond;
MyGameService.PingServer(Transfer.IPAdress);
}
private static void PingResponded(object sender, MyGameServerItem e)
{
//If server ping was successful we need to begin the switching proccess
UnRegisterEvents();
SeamlessClient.TryShow($"{e.Name} was successfully pinged!");
SwitchServers Switcher = new SwitchServers(e, Request.DeserializeWorldData());
SwitchServers Switcher = new SwitchServers(E, Request.DeserializeWorldData());
Switcher.BeginSwitch();
// LoadServer.LoadWorldData(e, Request.DeserializeWorldData());
}
// MyGameService.OnPingServerResponded += PingResponded;
//MyGameService.OnPingServerFailedToRespond += FailedToRespond;
private static void FailedToRespond(object sender, EventArgs e)
{
// If the target server failed to respond, we need to exit/return to menu
UnRegisterEvents();
}
private static void UnRegisterEvents()
{
//Un-register ping events
MyGameService.OnPingServerResponded -= PingResponded;
MyGameService.OnPingServerFailedToRespond -= FailedToRespond;
//MyGameService.PingServer(Transfer.IPAdress);
}
}
}