Fixing issues with very small timeouts in network games.

This commit is contained in:
lotodore
2011-02-06 14:03:45 +00:00
parent e823b7b788
commit f5c3b2d1c0
+30 -27
View File
@@ -31,37 +31,40 @@ MyTimeoutLabel::~MyTimeoutLabel()
void MyTimeoutLabel::startTimeOutAnimation(int secs, bool beep) {
isBeepPlayed = FALSE;
isBeep = beep;
if (secs >= 4) // smaller timeouts may lead to errors/endless loops below
{
isBeepPlayed = FALSE;
isBeep = beep;
timeOutValue = secs;
timeOutFrame = 1;
timeOutAnimationWidth = 52;
int preTimerIntervall = ((timeOutValue-3) * 1000)/timeOutAnimationWidth;
timerIntervall = preTimerIntervall;
timeOutValue = secs;
timeOutFrame = 1;
timeOutAnimationWidth = 52;
//save gfx ressources and never play more the 10 pps
while(timerIntervall < 100) {
if(secs <= 9 && secs >= 6) {
//fix inaccuracies caused by integer division
timerIntervall = timerIntervall + preTimerIntervall + 5;
}
else {
timerIntervall = timerIntervall + preTimerIntervall;
int preTimerIntervall = ((timeOutValue-3) * 1000)/timeOutAnimationWidth;
timerIntervall = preTimerIntervall;
//save gfx ressources and never play more the 10 pps
while(timerIntervall < 100) {
if(secs <= 9 && secs >= 6) {
//fix inaccuracies caused by integer division
timerIntervall = timerIntervall + preTimerIntervall + 5;
}
else {
timerIntervall = timerIntervall + preTimerIntervall;
}
}
waitFrames = 3000/timerIntervall;
//start the real timer
realTimer.reset();
realTimer.start();
// std::cout << timerIntervall << endl;
timeOutAnimation = TRUE;
timeOutAnimationTimer->start(timerIntervall);
}
waitFrames = 3000/timerIntervall;
//start the real timer
realTimer.reset();
realTimer.start();
// std::cout << timerIntervall << endl;
timeOutAnimation = TRUE;
timeOutAnimationTimer->start(timerIntervall);
}
void MyTimeoutLabel::startTimeOutAnimationNow() {