Servers updating and ping detection fixes.
On servers updating when all data successfully gathered we're now properly updating rows in Servers and Favorites lists. Increased "simultaneous ping limit" for now, but anyway it provides too bad results. Need to find a way to fix it.
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@@ -19,6 +19,8 @@ import (
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type Server struct {
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Server *datamodels.Server
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TreeIter gtk.TreeIter
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IterSet bool
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AllServersIter *gtk.TreeIter
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FavServersIter *gtk.TreeIter
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AllServersIterSet bool
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FavServersIterSet bool
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}
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@@ -33,7 +33,8 @@ type Pooler struct {
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func (p *Pooler) Initialize() {
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fmt.Println("Initializing requester goroutine pooler...")
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p.maxrequests = runtime.NumCPU() * 4
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// ToDo: figure out how to make this work nice.
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p.maxrequests = runtime.NumCPU() * 2000
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p.pp = "\377\377\377\377"
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}
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@@ -99,7 +100,6 @@ func (p *Pooler) pingServersExecutor(server *datamodels.Server) error {
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conn_ping.Close()
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delta := strconv.Itoa(int(time.Since(start_p).Nanoseconds()) / 1000000)
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fmt.Println(delta)
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server.Ping = delta
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return nil
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@@ -202,8 +202,5 @@ func (p *Pooler) updateSpecificServer(server *datamodels.Server) error {
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// ToDo: Calculate ping. 0 for now.
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server.Ping = "0"
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fmt.Println(server)
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return nil
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}
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@@ -14,7 +14,6 @@ import (
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"encoding/base64"
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"errors"
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"fmt"
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"reflect"
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"runtime"
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"strconv"
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"strings"
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@@ -891,33 +890,31 @@ func (m *MainWindow) launchGame() error {
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func (m *MainWindow) loadAllServers() {
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fmt.Println("Loading all servers...")
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// ToDo: do it without clearing.
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srv_addrs := reflect.ValueOf(ctx.Cache.Servers).MapKeys()
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fmt.Println(srv_addrs)
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for _, server := range ctx.Cache.Servers {
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if m.all_servers_hide_offline.GetActive() && server.Server.Name == "" && server.Server.Players == "" {
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continue
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}
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var iter gtk.TreeIter
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if !server.IterSet {
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server.TreeIter = iter
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m.all_servers_store.Append(&iter)
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server.IterSet = true
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iter := new (gtk.TreeIter)
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if !server.AllServersIterSet {
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server.AllServersIter = iter
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m.all_servers_store.Append(iter)
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server.AllServersIterSet = true
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} else {
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iter = server.TreeIter
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iter = server.AllServersIter
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}
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if server.Server.Name == "" && server.Server.Players == "" {
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m.all_servers_store.Set(&iter, 0, gtk.NewImage().RenderIcon(gtk.STOCK_NO, gtk.ICON_SIZE_SMALL_TOOLBAR, "").GPixbuf)
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m.all_servers_store.Set(iter, 0, gtk.NewImage().RenderIcon(gtk.STOCK_NO, gtk.ICON_SIZE_SMALL_TOOLBAR, "").GPixbuf)
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} else {
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m.all_servers_store.Set(&iter, 0, gtk.NewImage().RenderIcon(gtk.STOCK_OK, gtk.ICON_SIZE_SMALL_TOOLBAR, "").GPixbuf)
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m.all_servers_store.Set(iter, 0, gtk.NewImage().RenderIcon(gtk.STOCK_OK, gtk.ICON_SIZE_SMALL_TOOLBAR, "").GPixbuf)
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}
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server_name := ctx.Colorizer.Fix(server.Server.Name)
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m.all_servers_store.Set(&iter, 1, server_name)
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m.all_servers_store.Set(&iter, 2, m.gamemodes[server.Server.Gamemode])
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m.all_servers_store.Set(&iter, 3, server.Server.Map)
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m.all_servers_store.Set(&iter, 4, server.Server.Players + "/" + server.Server.Maxplayers)
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m.all_servers_store.Set(&iter, 5, server.Server.Ping)
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m.all_servers_store.Set(&iter, 6, server.Server.Version)
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m.all_servers_store.Set(&iter, 7, server.Server.Ip + ":" + server.Server.Port)
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m.all_servers_store.SetValue(iter, 1, server_name)
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m.all_servers_store.SetValue(iter, 2, m.gamemodes[server.Server.Gamemode])
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m.all_servers_store.SetValue(iter, 3, server.Server.Map)
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m.all_servers_store.SetValue(iter, 4, server.Server.Players + "/" + server.Server.Maxplayers)
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m.all_servers_store.SetValue(iter, 5, server.Server.Ping)
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m.all_servers_store.SetValue(iter, 6, server.Server.Version)
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m.all_servers_store.SetValue(iter, 7, server.Server.Ip + ":" + server.Server.Port)
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}
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}
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@@ -930,27 +927,31 @@ func (m *MainWindow) loadFavoriteServers() {
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if m.fav_servers_hide_offline.GetActive() && server.Server.Name == "" && server.Server.Players == "" {
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continue
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}
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var iter gtk.TreeIter
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if !server.IterSet {
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server.TreeIter = iter
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m.fav_servers_store.Append(&iter)
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server.IterSet = true
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iter := new(gtk.TreeIter)
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if !server.FavServersIterSet {
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server.FavServersIter = iter
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m.fav_servers_store.Append(iter)
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server.FavServersIterSet = true
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} else {
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iter = server.TreeIter
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iter = server.FavServersIter
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}
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if server.Server.Name == "" && server.Server.Players == "" {
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m.fav_servers_store.Set(&iter, 0, gtk.NewImage().RenderIcon(gtk.STOCK_NO, gtk.ICON_SIZE_SMALL_TOOLBAR, "").GPixbuf)
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if m.fav_servers_store.IterIsValid(iter) {
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if server.Server.Name == "" && server.Server.Players == "" {
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m.fav_servers_store.Set(iter, 0, gtk.NewImage().RenderIcon(gtk.STOCK_NO, gtk.ICON_SIZE_SMALL_TOOLBAR, "").GPixbuf)
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} else {
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m.fav_servers_store.Set(iter, 0, gtk.NewImage().RenderIcon(gtk.STOCK_OK, gtk.ICON_SIZE_SMALL_TOOLBAR, "").GPixbuf)
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}
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server_name := ctx.Colorizer.Fix(server.Server.Name)
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m.fav_servers_store.SetValue(iter, 1, server_name)
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m.fav_servers_store.SetValue(iter, 2, m.gamemodes[server.Server.Gamemode])
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m.fav_servers_store.SetValue(iter, 3, server.Server.Map)
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m.fav_servers_store.SetValue(iter, 4, server.Server.Players + "/" + server.Server.Maxplayers)
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m.fav_servers_store.SetValue(iter, 5, server.Server.Ping)
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m.fav_servers_store.SetValue(iter, 6, server.Server.Version)
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m.fav_servers_store.SetValue(iter, 7, server.Server.Ip + ":" + server.Server.Port)
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} else {
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m.fav_servers_store.Set(&iter, 0, gtk.NewImage().RenderIcon(gtk.STOCK_OK, gtk.ICON_SIZE_SMALL_TOOLBAR, "").GPixbuf)
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fmt.Println("Invalid iter for server: " + server.Server.Ip + ":" + server.Server.Port)
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}
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server_name := ctx.Colorizer.Fix(server.Server.Name)
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m.fav_servers_store.Set(&iter, 1, server_name)
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m.fav_servers_store.Set(&iter, 2, m.gamemodes[server.Server.Gamemode])
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m.fav_servers_store.Set(&iter, 3, server.Server.Map)
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m.fav_servers_store.Set(&iter, 4, server.Server.Players + "/" + server.Server.Maxplayers)
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m.fav_servers_store.Set(&iter, 5, server.Server.Ping)
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m.fav_servers_store.Set(&iter, 6, server.Server.Version)
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m.fav_servers_store.Set(&iter, 7, server.Server.Ip + ":" + server.Server.Port)
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}
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}
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@@ -992,10 +993,12 @@ func (m *MainWindow) showHide() {
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}
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}
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// Show tray menu on right-click on tray icon.
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func (m *MainWindow) showTrayMenu(cbx *glib.CallbackContext) {
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m.tray_menu.Popup(nil, nil, gtk.StatusIconPositionMenu, m.tray_icon, uint(cbx.Args(0)), uint32(cbx.Args(1)))
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}
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// Unlocking interface after game shut down.
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func (m *MainWindow) unlockInterface() {
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m.launch_button.SetSensitive(true)
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m.statusbar.Push(m.statusbar_context_id, "URTrator is ready.")
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