You're supposed to .lock() instead of TOCTOU checking, of course.
Not sure what I was thinking when I built that. .lock() returns a
default constructed std::shared_ptr on error, which is `false` via
`operator bool`.
"PPS has no meaning anymore and is completely irrelevant. You should
ignore it, it is not an indicator of ANYTHING. If it’s high, that means
NOTHING. If it’s low, that means NOTHING. If it’s -, that means
NOTHING."
It's packets per second per player per vehicle, but is only sent every
30 seconds, its not averaged, and on the client-side, it shows a ping
icon next to it.
A client can open a new connection to the server and send a `P`, and
measure the time to the `P` response packet. The connection is then
closed. This was added ages ago, please use this instead for ping :)
The event loop tries to run no faster than every 10ms. If it detects
that it goes faster, it would incorrectly calculate the difference, and
then wait (what I assume was) way too long or too short.
Either way, now it's fixed and it correctly works, even when introducing
new lua states.
* Add preliminary work for HTTP health endpoint
* Http: Fix infinite loop bug in Tx509KeypairGenerator::generateKey()
* update commandline
* Add TLS Support class for use with http server
* Add preliminary HTTP Server; TLS still broken; fix in later commit
* Fix TLS handshake, due to server being unable to serve key/certfile in 'Http.h/Http.cpp'; Cause was httlib not being threadsafe due to being a blocking http library
* Run clang format
* Add option to configure http server port via ServerConfig
* TConfig: add HTTPServerPort to config parsing step
* Fix SSL Cert / Key path not auto generating when not existing
* Add health endpoint; Fix SSL Cert serial no. not refreshing when regenerating
* Switch arround status codes in /health route
* Run clang format
Co-authored-by: Lion Kortlepel <development@kortlepel.com>