Get Current Online user of the channel under the Radar?
#11

Off topic, but very interesting ( :

I wonder if everyone's ping displays the correct information? I compared the ping in the game and in the resource monitor - they were different.

#12


41 minutes ago, OberonPh said:




Off topic, but very interesting ( :

I wonder if everyone's ping displays the correct information? I compared the ping in the game and in the resource monitor - they were different.




Infact I would assume that If server disconnects the ping on client goes to + infinte ? - Instead it keep pinging don't know what. 

I have same problem using external variable g_ping from entities project.

#13


19 hours ago, nicolasg said:




Up to that point the Connector does not consider you as an online user.




Sorry I did not understood this senetence: after that you choose the channel and loaded world the connector does not consider you as online?

As you pointed: the perfect version would be to consider user logged as soon loaded the world. But for this there are no re-usable function already implemented. Am I right? Should implement a callback to connector and notify it maybe idk..

 

#14


5 hours ago, OberonPh said:




Off topic, but very interesting ( :

I wonder if everyone's ping displays the correct information? I compared the ping in the game and in the resource monitor - they were different.




Just yesterday I was looking for functions related to ping, I didn't find anything concrete, hud_bShowLatency I don't know if it shows ping to the server or it is a gpu drawing time data...

#15


4 hours ago, Andrein95 said:




Sorry I did not understood this senetence: after that you choose the channel and loaded world the connector does not consider you as online?



As you pointed: the perfect version would be to consider user logged as soon loaded the world. But for this there are no re-usable function already implemented. Am I right? Should implement a callback to connector and notify it maybe idk..



 




In any case, it is a simple user counter, it is not a contribution to the quality of life of the user, this seems to work, in my tests (practically null) it has no failure... I think xD

#16


5 hours ago, Andrein95 said:




Sorry I did not understood this senetence: after that you choose the channel and loaded world the connector does not consider you as online?



As you pointed: the perfect version would be to consider user logged as soon loaded the world. But for this there are no re-usable function already implemented. Am I right? Should implement a callback to connector and notify it maybe idk..



 




Receiving when you select Channel the GameServer interprets you as an online user(or so I think), Then it sends a request to the Connector to inform it to Add +1 to the list of connected users, if you check the connector you will see that it usually manages connection times and others in the database...

#17

The server considers the user online only after selecting the server channel and connecting to it. As soon as the user is on the character selection screen, he is considered online. It's not difficult to change this, but a lot of mistakes can come out later.

#18


18 hours ago, Andrein95 said:




Infact I would assume that If server disconnects the ping on client goes to + infinte ? - Instead it keep pinging don't know what. 



I have same problem using external variable g_ping from entities project.




It's a good idea to check the ping in a game with the server turned off. I haven't tried this. I think I'll start with this when my hands get to ping.

#19


13 hours ago, nicolasg said:




Just yesterday I was looking for functions related to ping, I didn't find anything concrete, hud_bShowLatency I don't know if it shows ping to the server or it is a gpu drawing time data...




Thank you, I will also pay attention to this when I do this.

#20

/index.php?/profile/14423-nicolasg/&do=hovercard" data-mentionid="14423" href="/index.php?/profile/14423-nicolasg/" rel="">@nicolasg

Sorry to bother you, but maybe I'm a little bit confusing, why we introduce the varaible:

int PlayersCounter;

inside CNetwork.h and then we use ServerSelect.h?

 

Edit: I'll try to explain better: why we should do all that IF for pointers of server select when we can directly access pointer to cnetwork? May be an inconsistence and we prefer server select counter?



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