remove m_PrintfStop
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98f6ef8173
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4cad93b505
@ -883,15 +883,13 @@ void PlayerManager::OnClientPrintf(edict_t *pEdict, const char *szMsg)
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RETURN_META(MRES_IGNORED);
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// enqueue msgs if we'd overflow the SVC_Print buffer (+7 as ceil)
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if (player.m_PrintfStop || (nNumBitsWritten + NETMSG_TYPE_BITS + 7) / 8 + nMsgLen >= SVC_Print_BufferSize)
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if (!player.m_PrintfBuffer.empty() || (nNumBitsWritten + NETMSG_TYPE_BITS + 7) / 8 + nMsgLen >= SVC_Print_BufferSize)
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{
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// Don't send any more messages for this player until the buffer is empty.
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// Queue up a gameframe hook to empty the buffer (if we haven't already)
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if (!player.m_PrintfStop)
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if (player.m_PrintfBuffer.empty())
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g_SourceMod.AddFrameAction(PrintfBuffer_FrameAction, (void *)(intptr_t)client);
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player.m_PrintfStop = true;
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player.m_PrintfBuffer.append(szMsg);
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RETURN_META(MRES_SUPERCEDE);
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@ -910,10 +908,8 @@ void PlayerManager::OnPrintfFrameAction(int client)
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if (pNetChan == NULL)
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return;
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ke::LinkedList<ke::AString>::iterator iter = player.m_PrintfBuffer.begin();
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while (iter != player.m_PrintfBuffer.end())
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while (!player.m_PrintfBuffer.empty())
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{
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int nMsgLen = (*iter).length();
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#if SOURCE_ENGINE == SE_EPISODEONE
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int nNumBitsWritten = 0;
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#else
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@ -923,23 +919,21 @@ void PlayerManager::OnPrintfFrameAction(int client)
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const int NETMSG_TYPE_BITS = 5; // SVC_Print overhead for netmsg type
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const int SVC_Print_BufferSize = 2048 - 1; // -1 for terminating \0
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ke::LinkedList<ke::AString>::iterator iter = player.m_PrintfBuffer.begin();
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ke::AString &string = (*iter);
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// stop if we'd overflow the SVC_Print buffer (+7 as ceil)
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if ((nNumBitsWritten + NETMSG_TYPE_BITS + 7) / 8 + nMsgLen >= SVC_Print_BufferSize)
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if ((nNumBitsWritten + NETMSG_TYPE_BITS + 7) / 8 + string.length() >= SVC_Print_BufferSize)
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break;
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SH_CALL(engine, &IVEngineServer::ClientPrintf)(player.m_pEdict, (*iter).chars());
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SH_CALL(engine, &IVEngineServer::ClientPrintf)(player.m_pEdict, string.chars());
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iter = player.m_PrintfBuffer.erase(iter);
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player.m_PrintfBuffer.erase(iter);
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}
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if (iter == player.m_PrintfBuffer.end())
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if (!player.m_PrintfBuffer.empty())
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{
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// Buffer is empty, send new messages without enqueuing again.
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player.m_PrintfStop = false;
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}
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else
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{
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// buffer not empty yet, continue processing it on the next gameframe.
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// continue processing it on the next gameframe as buffer is not empty
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g_SourceMod.AddFrameAction(PrintfBuffer_FrameAction, (void *)(intptr_t)client);
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}
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}
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@ -2244,7 +2238,6 @@ void CPlayer::Disconnect()
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m_LanguageCookie = InvalidQueryCvarCookie;
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#endif
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m_PrintfBuffer.clear();
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m_PrintfStop = false;
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}
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void CPlayer::SetName(const char *name)
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