private IEnumerator ServerUpdateConnectionQuality()
{
for (;;)
{
if (Possessor != null)
{
// Amount of average time when compared to desired to be considered bad
float bad = 0.8f;
float q = Relay.DesiredTimeBetweenNetworkSends / SlowAverageTimeBetweenNetworkFrames;
// Set the quality on the possessor (we're measuring it based on
// the packets arriving for this networkView, that's why we do
// this stuff here instead of on the PlayerPresence, which is
// 'reliable delta compressed' type of networkview, and not as
// useful for measurements.
Possessor.ConnectionQuality = MathExts.Unlerp(bad, 1.0f, q);
}
yield return new WaitForSeconds(0.4f);
}
}