~starkingdoms/starkingdoms

d86ccb245318f39cdad5ee76d4d1d34f45651d9d — core 2 years ago 53e0dde
make clients send pingpong more often
2 files changed, 1 insertions(+), 3 deletions(-)

M client/src/lib.rs
M server/src/handler.rs
M client/src/lib.rs => client/src/lib.rs +1 -2
@@ 200,7 200,7 @@ pub async fn update_socket() -> Result<(), JsError> {
        return Err(JsError::new("Connection timed out"));
    }

    if client_data.pong_timeout - 4 < (js_sys::Date::now() as u64 / 1000) {
    if client_data.pong_timeout - 3 < (js_sys::Date::now() as u64 / 1000) {
        // send ping
        send!(client_data.tx, &MessageC2S::Ping {}).await?;
    }


@@ 235,7 235,6 @@ pub async fn update_socket() -> Result<(), JsError> {
                chatbox.append_child(&new_elem).unwrap();
            },
            MessageS2C::Pong {} => {
                debug!("hi yes this is a response: {}", client_data.pong_timeout - (js_sys::Date::now() as u64 / 1000));
                client_data.pong_timeout = (js_sys::Date::now() as u64 / 1000) + PONG_MAX_TIMEOUT
            },
            MessageS2C::PlanetData { planets } => {

M server/src/handler.rs => server/src/handler.rs +0 -1
@@ 177,7 177,6 @@ pub async fn handle_client(mgr: ClientManager, data: Arc<RwLock<PhysicsData>>, r
                        },
                        MessageC2S::Ping {} => {
                            send!(client_tx, &MessageS2C::Pong {}).await?;
                            info!("[{}] LOG: hi yes this is a ping", remote_addr);
                            ping_timeout = SystemTime::now() + Duration::from_secs(5);
                        }
                    }