Minor fixes to CLE stale system

This commit is contained in:
KimLS
2019-07-25 22:26:56 -07:00
parent 23a187f6c1
commit 212f8a3062
6 changed files with 9 additions and 11 deletions
+3 -5
View File
@@ -88,7 +88,6 @@ extern volatile bool UCSServerAvailable_;
Client::Client(EQStreamInterface* ieqs)
: autobootup_timeout(RuleI(World, ZoneAutobootTimeoutMS)),
CLE_keepalive_timer(RuleI(World, ClientKeepaliveTimeoutMS)),
connect(1000),
eqs(ieqs)
{
@@ -1124,10 +1123,9 @@ bool Client::Process() {
SendApproveWorld();
connect.Disable();
}
if (CLE_keepalive_timer.Check()) {
if (cle)
cle->KeepAlive();
}
if (cle)
cle->KeepAlive();
/************ Get all packets from packet manager out queue and process them ************/
EQApplicationPacket *app = 0;
-1
View File
@@ -94,7 +94,6 @@ private:
void SetClassLanguages(PlayerProfile_Struct *pp);
ClientListEntry* cle;
Timer CLE_keepalive_timer;
Timer connect;
bool firstlogin;
bool seen_character_select;
+2 -2
View File
@@ -273,8 +273,8 @@ bool ClientListEntry::CheckStale() {
if (stale > 20) {
if (pOnline > CLE_Status::Offline)
SetOnline(CLE_Status::Offline);
else
return true;
return true;
}
return false;
}
+1 -1
View File
@@ -41,7 +41,7 @@ extern ZSList zoneserver_list;
uint32 numplayers = 0; //this really wants to be a member variable of ClientList...
ClientList::ClientList()
: CLStale_timer(45000)
: CLStale_timer(10000)
{
NextCLEID = 1;