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Fix timeout for synced players (#289)
Fix: #275. While I was at it, I also refactored the debug output so its more appealing to read. I dont see further ways to improve on this currently.
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commit
3b5c6491a3
@ -65,10 +65,13 @@ void TPPSMonitor::operator()() {
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V += c->GetCarCount();
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}
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// kick on "no ping"
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if (c->SecondsSinceLastPing() > (20 * 60)) {
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beammp_debug("client " + std::string("(") + std::to_string(c->GetID()) + ")" + c->GetName() + " timing out: " + std::to_string(c->SecondsSinceLastPing()) + ", pps: " + Application::PPS());
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if (c->SecondsSinceLastPing() > (20 * 60) ){
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beammp_debugf("client {} ({}) timing out: {}", c->GetID(), c->GetName(), c->SecondsSinceLastPing());
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TimedOutClients.push_back(c);
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}
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} else if (c->IsSynced() && c->SecondsSinceLastPing() > (1 * 60)) {
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beammp_debugf("client {} ({}) timing out: {}", c->GetName(), c->GetID(), c->SecondsSinceLastPing());
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TimedOutClients.push_back(c);
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}
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return true;
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});
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