internal void HandleMsgLagPing(ServerPlayer player, MsgLagPing ping) { if (ping == null) { return; } player.Lag.ReceivePing(ping.SequenceNumber, GameTime.Now); PlayerLagUpdated?.Invoke(this, player); }
protected void CheckLagPings(ServerPlayer player) { if (player.Lag.LastPingSent + PingTime < GameTime.Now) { player.Lag.LastPingSent = GameTime.Now; MsgLagPing ping = new MsgLagPing(); ping.SequenceNumber = player.Lag.GetPing(GameTime.Now); player.SendMessage(false, ping); } }
private static void HandleLagPing(NetworkMessage msg) { MsgLagPing ping = msg as MsgLagPing; client.SendMessage(ping.FromUDP, ping); }