void C4Network2Stats::ExecuteSecond() { statFPS.RecordValue(C4Graph::ValueType(Game.FPS)); statNetI.RecordValue( C4Graph::ValueType(Game.Network.NetIO.getProtIRate(P_TCP) + Game.Network.NetIO.getProtIRate(P_UDP))); statNetO.RecordValue( C4Graph::ValueType(Game.Network.NetIO.getProtORate(P_TCP) + Game.Network.NetIO.getProtORate(P_UDP))); // pings for all clients C4Network2Client *pClient = NULL; while (pClient = Game.Network.Clients.GetNextClient(pClient)) if (pClient->getStatPing()) { int iPing = 0; C4Network2IOConnection *pConn = pClient->getMsgConn(); if (pConn) iPing = pConn->getLag(); pClient->getStatPing()->RecordValue(C4Graph::ValueType(iPing)); } ++SecondCounter; }