ACR_ServerCommunicator.ACR_ServerCommunicator.UpdatePlayerLatency C# (CSharp) Method

UpdatePlayerLatency() private method

This method requests an update for player latency for a given player object.
private UpdatePlayerLatency ( uint PlayerObject ) : void
PlayerObject uint Supplies the current player object id. ///
return void
        private void UpdatePlayerLatency(uint PlayerObject)
        {
            PlayerState State = TryGetPlayerState(PlayerObject);

            //
            // If the player is not logged on any more, stop.  We will start up
            // a new continuation later, at client enter, should the player
            // return.
            //

            if (State == null || GetIsObjectValid(PlayerObject) != TRUE)
                return;

            //
            // Record the current (server-side) tick count, then open the
            // latency check scene on the client.  The scene will immediately
            // close itself and then call gui_measure_latency, which will call
            // back into the server communicator to update the player's current
            // round trip time (including server processing delays).
            //

            State.LatencyTickCount = (uint)Environment.TickCount;
            DisplayGuiScreen(PlayerObject, "acr_measure_latency", FALSE, "acr_measure_latency.xml", FALSE);
            CloseGUIScreen(PlayerObject, "acr_measure_latency");

            //
            // Schedule the next latency check for this player.
            //

            DelayCommand(30.0f, delegate()
            {
                UpdatePlayerLatency(PlayerObject);
            });
        }
ACR_ServerCommunicator