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Send pregame timing events to ingame
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Licho1 authored Oct 23, 2024
2 parents fd2f559 + 6a6267a commit b3777ea
Showing 1 changed file with 6 additions and 4 deletions.
10 changes: 6 additions & 4 deletions Shared/LobbyClient/DedicatedServer.cs
Original file line number Diff line number Diff line change
Expand Up @@ -22,7 +22,7 @@ public class DedicatedServer : IDisposable
public static EventHandler<SpringBattleContext> AnyDedicatedExited;

private readonly SpringPaths paths;
private readonly Timer timer = new Timer(20000);
private readonly Timer timer = new Timer(1000);

private Dictionary<string, HashSet<byte> > gamePrivateMessages = new Dictionary<string, HashSet<byte> >();

Expand Down Expand Up @@ -514,8 +514,7 @@ private void timer_Elapsed(object sender, ElapsedEventArgs e)
try
{
var timeSinceStart = DateTime.UtcNow.Subtract(Context.StartTime).TotalSeconds;
const int timeToWait = 160; // force start after 180s
const int timeToWarn = 100; // warn people after 120s
const int timeToWait = 160; // force start after this many seconds

if (Context.IsHosting && IsRunning && (Context.IngameStartTime == null))
{
Expand All @@ -524,7 +523,10 @@ private void timer_Elapsed(object sender, ElapsedEventArgs e)
Context.IsTimeoutForceStarted = true;
ForceStart();
}
else if (timeSinceStart > timeToWarn) SayGame($"Game will be force started in {Math.Max(20, timeToWait - Math.Round(timeSinceStart))} seconds");
else
{
talker.SendText($"/luarules pregame_timer_seconds {Convert.ToInt32(timeToWait - timeSinceStart)}");
}
}
}
catch (Exception ex)
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