void CNetworkManager::Pulse() { // Is the game not loaded? if(!g_pCore->IsGameLoaded()) return; // Are we disconnected from the network? if(GetNetworkState() == NETSTATE_DISCONNECTED) return; // Should we try connecting again? if(GetNetworkState() == NETSTATE_TIMEOUT && ((unsigned short)SharedUtility::GetTime() - m_uiLastConnectionTry) >= NETWORK_TIMEOUT) { // Attempt to reconnect Connect(m_strIp, m_usPort, m_strPass); // Set the network state SetNetworkState(NETSTATE_CONNECTING); // Set the last connection try m_uiLastConnectionTry = (unsigned int)SharedUtility::GetTime(); } // Process the network UpdateNetwork(); // Are we connected? if(IsConnected()) { // Pulse the player manager g_pCore->GetGame()->GetPlayerManager()->Pulse(); // Pulse the vehicle manager g_pCore->GetGame()->GetVehicleManager()->Pulse(); } }
void CNetworkModule::Pulse( void ) { // Is the game not loaded? if( !pCore->IsGameLoaded() ) return; // Are we disconnected from the network? if( GetNetworkState() == NETSTATE_DISCONNECTED ) return; // Process the network UpdateNetwork (); // Are we connected? if( IsConnected() ) { // Pulse the player manager pCore->GetPlayerManager()->Pulse (); // Pulse the vehicle manager pCore->GetVehicleManager()->Pulse (); } }