Implementing optional unlimited thinking time in LAN games on server side (GUI missing) ticket #24

This commit is contained in:
lotodore
2011-02-06 10:37:40 +00:00
parent 8c9a17f7db
commit e729647cec
6 changed files with 19 additions and 9 deletions
+7 -4
View File
@@ -1315,10 +1315,13 @@ ServerGameStateWaitPlayerAction::Enter(boost::shared_ptr<ServerGame> server)
int timeoutSec = server->GetGameData().playerActionTimeoutSec + SERVER_PLAYER_TIMEOUT_ADD_DELAY_SEC;
#endif
server->GetStateTimer1().expires_from_now(boost::posix_time::seconds(timeoutSec));
server->GetStateTimer1().async_wait(
boost::bind(
&ServerGameStateWaitPlayerAction::TimerTimeout, this, boost::asio::placeholders::error, server));
if (timeoutSec != SERVER_PLAYER_TIMEOUT_ADD_DELAY_SEC) // minimum value means unlimited thinking time
{
server->GetStateTimer1().expires_from_now(boost::posix_time::seconds(timeoutSec));
server->GetStateTimer1().async_wait(
boost::bind(
&ServerGameStateWaitPlayerAction::TimerTimeout, this, boost::asio::placeholders::error, server));
}
}
void