Redid timers.
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@@ -5,8 +5,8 @@ Server::Server(World* world, EventBroker* eventBroker, int port)
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, m_ServerlistRequest(13)
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{
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ConfigFile* config = ResourceManager::Load<ConfigFile>("Config.ini");
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snapshotInterval = 1000 * config->Get<float>("Networking.SnapshotInterval", 0.05f);
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pingIntervalMs = config->Get<float>("Networking.PingIntervalMs", 1000);
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snapshotInterval = config->Get<float>("Networking.SnapshotInterval", 0.05);
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pingInterval = config->Get<float>("Networking.PingIntervalMs", 1000) / 1000.0;
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m_ServerName = config->Get<std::string>("Networking.Name", "Unnamed");
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// Subscribe to events
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@@ -87,22 +87,24 @@ void Server::Update(double dt)
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}
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m_PlayersToDisconnect.clear();
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std::clock_t currentTime = std::clock();
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// Send snapshot
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if (snapshotInterval < (1000 * (currentTime - previousSnapshotMessage) / (double)CLOCKS_PER_SEC)) {
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previousSnapshotMessage += dt;
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if (snapshotInterval < previousSnapshotMessage) {
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sendSnapshot();
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previousSnapshotMessage = currentTime;
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previousSnapshotMessage = 0;
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}
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// Send pings each
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if (pingIntervalMs < (1000 * (currentTime - previousePingMessage) / (double)CLOCKS_PER_SEC)) {
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previousePingMessage += dt;
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if (pingInterval < previousePingMessage) {
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sendPing();
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previousePingMessage = currentTime;
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previousePingMessage = 0;
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}
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// Time out logic
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if (checkTimeOutInterval < (1000 * (currentTime - timOutTimer) / (double)CLOCKS_PER_SEC)) {
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timOutTimer += dt;
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if (checkTimeOutInterval < timOutTimer) {
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checkForTimeOuts();
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timOutTimer = currentTime;
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timOutTimer = 0;
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}
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m_EventBroker->Process<Server>();
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if (isReadingData) {
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