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.
This commit is contained in:
Stanislav Nikitin 2016-10-06 17:11:36 +05:00
parent 9ce4ad8945
commit 2efd47c301
3 changed files with 44 additions and 42 deletions

View File

@ -19,6 +19,8 @@ import (
type Server struct {
Server *datamodels.Server
TreeIter gtk.TreeIter
IterSet bool
AllServersIter *gtk.TreeIter
FavServersIter *gtk.TreeIter
AllServersIterSet bool
FavServersIterSet bool
}

View File

@ -33,7 +33,8 @@ type Pooler struct {
func (p *Pooler) Initialize() {
fmt.Println("Initializing requester goroutine pooler...")
p.maxrequests = runtime.NumCPU() * 4
// ToDo: figure out how to make this work nice.
p.maxrequests = runtime.NumCPU() * 2000
p.pp = "\377\377\377\377"
}
@ -99,7 +100,6 @@ func (p *Pooler) pingServersExecutor(server *datamodels.Server) error {
conn_ping.Close()
delta := strconv.Itoa(int(time.Since(start_p).Nanoseconds()) / 1000000)
fmt.Println(delta)
server.Ping = delta
return nil
@ -202,8 +202,5 @@ func (p *Pooler) updateSpecificServer(server *datamodels.Server) error {
// ToDo: Calculate ping. 0 for now.
server.Ping = "0"
fmt.Println(server)
return nil
}

View File

@ -14,7 +14,6 @@ import (
"encoding/base64"
"errors"
"fmt"
"reflect"
"runtime"
"strconv"
"strings"
@ -891,33 +890,31 @@ func (m *MainWindow) launchGame() error {
func (m *MainWindow) loadAllServers() {
fmt.Println("Loading all servers...")
// ToDo: do it without clearing.
srv_addrs := reflect.ValueOf(ctx.Cache.Servers).MapKeys()
fmt.Println(srv_addrs)
for _, server := range ctx.Cache.Servers {
if m.all_servers_hide_offline.GetActive() && server.Server.Name == "" && server.Server.Players == "" {
continue
}
var iter gtk.TreeIter
if !server.IterSet {
server.TreeIter = iter
m.all_servers_store.Append(&iter)
server.IterSet = true
iter := new (gtk.TreeIter)
if !server.AllServersIterSet {
server.AllServersIter = iter
m.all_servers_store.Append(iter)
server.AllServersIterSet = true
} else {
iter = server.TreeIter
iter = server.AllServersIter
}
if server.Server.Name == "" && server.Server.Players == "" {
m.all_servers_store.Set(&iter, 0, gtk.NewImage().RenderIcon(gtk.STOCK_NO, gtk.ICON_SIZE_SMALL_TOOLBAR, "").GPixbuf)
m.all_servers_store.Set(iter, 0, gtk.NewImage().RenderIcon(gtk.STOCK_NO, gtk.ICON_SIZE_SMALL_TOOLBAR, "").GPixbuf)
} else {
m.all_servers_store.Set(&iter, 0, gtk.NewImage().RenderIcon(gtk.STOCK_OK, gtk.ICON_SIZE_SMALL_TOOLBAR, "").GPixbuf)
m.all_servers_store.Set(iter, 0, gtk.NewImage().RenderIcon(gtk.STOCK_OK, gtk.ICON_SIZE_SMALL_TOOLBAR, "").GPixbuf)
}
server_name := ctx.Colorizer.Fix(server.Server.Name)
m.all_servers_store.Set(&iter, 1, server_name)
m.all_servers_store.Set(&iter, 2, m.gamemodes[server.Server.Gamemode])
m.all_servers_store.Set(&iter, 3, server.Server.Map)
m.all_servers_store.Set(&iter, 4, server.Server.Players + "/" + server.Server.Maxplayers)
m.all_servers_store.Set(&iter, 5, server.Server.Ping)
m.all_servers_store.Set(&iter, 6, server.Server.Version)
m.all_servers_store.Set(&iter, 7, server.Server.Ip + ":" + server.Server.Port)
m.all_servers_store.SetValue(iter, 1, server_name)
m.all_servers_store.SetValue(iter, 2, m.gamemodes[server.Server.Gamemode])
m.all_servers_store.SetValue(iter, 3, server.Server.Map)
m.all_servers_store.SetValue(iter, 4, server.Server.Players + "/" + server.Server.Maxplayers)
m.all_servers_store.SetValue(iter, 5, server.Server.Ping)
m.all_servers_store.SetValue(iter, 6, server.Server.Version)
m.all_servers_store.SetValue(iter, 7, server.Server.Ip + ":" + server.Server.Port)
}
}
@ -930,27 +927,31 @@ func (m *MainWindow) loadFavoriteServers() {
if m.fav_servers_hide_offline.GetActive() && server.Server.Name == "" && server.Server.Players == "" {
continue
}
var iter gtk.TreeIter
if !server.IterSet {
server.TreeIter = iter
m.fav_servers_store.Append(&iter)
server.IterSet = true
iter := new(gtk.TreeIter)
if !server.FavServersIterSet {
server.FavServersIter = iter
m.fav_servers_store.Append(iter)
server.FavServersIterSet = true
} else {
iter = server.TreeIter
iter = server.FavServersIter
}
if m.fav_servers_store.IterIsValid(iter) {
if server.Server.Name == "" && server.Server.Players == "" {
m.fav_servers_store.Set(&iter, 0, gtk.NewImage().RenderIcon(gtk.STOCK_NO, gtk.ICON_SIZE_SMALL_TOOLBAR, "").GPixbuf)
m.fav_servers_store.Set(iter, 0, gtk.NewImage().RenderIcon(gtk.STOCK_NO, gtk.ICON_SIZE_SMALL_TOOLBAR, "").GPixbuf)
} else {
m.fav_servers_store.Set(&iter, 0, gtk.NewImage().RenderIcon(gtk.STOCK_OK, gtk.ICON_SIZE_SMALL_TOOLBAR, "").GPixbuf)
m.fav_servers_store.Set(iter, 0, gtk.NewImage().RenderIcon(gtk.STOCK_OK, gtk.ICON_SIZE_SMALL_TOOLBAR, "").GPixbuf)
}
server_name := ctx.Colorizer.Fix(server.Server.Name)
m.fav_servers_store.Set(&iter, 1, server_name)
m.fav_servers_store.Set(&iter, 2, m.gamemodes[server.Server.Gamemode])
m.fav_servers_store.Set(&iter, 3, server.Server.Map)
m.fav_servers_store.Set(&iter, 4, server.Server.Players + "/" + server.Server.Maxplayers)
m.fav_servers_store.Set(&iter, 5, server.Server.Ping)
m.fav_servers_store.Set(&iter, 6, server.Server.Version)
m.fav_servers_store.Set(&iter, 7, server.Server.Ip + ":" + server.Server.Port)
m.fav_servers_store.SetValue(iter, 1, server_name)
m.fav_servers_store.SetValue(iter, 2, m.gamemodes[server.Server.Gamemode])
m.fav_servers_store.SetValue(iter, 3, server.Server.Map)
m.fav_servers_store.SetValue(iter, 4, server.Server.Players + "/" + server.Server.Maxplayers)
m.fav_servers_store.SetValue(iter, 5, server.Server.Ping)
m.fav_servers_store.SetValue(iter, 6, server.Server.Version)
m.fav_servers_store.SetValue(iter, 7, server.Server.Ip + ":" + server.Server.Port)
} else {
fmt.Println("Invalid iter for server: " + server.Server.Ip + ":" + server.Server.Port)
}
}
}
@ -992,10 +993,12 @@ func (m *MainWindow) showHide() {
}
}
// Show tray menu on right-click on tray icon.
func (m *MainWindow) showTrayMenu(cbx *glib.CallbackContext) {
m.tray_menu.Popup(nil, nil, gtk.StatusIconPositionMenu, m.tray_icon, uint(cbx.Args(0)), uint32(cbx.Args(1)))
}
// Unlocking interface after game shut down.
func (m *MainWindow) unlockInterface() {
m.launch_button.SetSensitive(true)
m.statusbar.Push(m.statusbar_context_id, "URTrator is ready.")