Matchmaking accuracy improvements.
parent
3b9366e71b
commit
6884c1e551
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@ -381,8 +381,7 @@ bool RemoveFavoriteGame( AppId_t nAppID, uint32 nIP, uint16 nConnPort, uint16 nQ
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}
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*/
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//
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#define LOBBY_SEARCH_TIMEOUT 3.0 //defined by steam as being 20 seconds max and 3 seconds typically (Should be no less than 3 because or else SGZH doesn't work).
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//Sanctum 2 needs this to be 2 seconds for the game to appear in the list though.
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#define LOBBY_SEARCH_TIMEOUT 0.2 //Tested on real steam
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STEAM_CALL_RESULT( LobbyMatchList_t )
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SteamAPICall_t RequestLobbyList()
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{
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@ -457,7 +456,7 @@ void AddRequestLobbyListFilterSlotsAvailable( int nSlotsAvailable )
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// sets the distance for which we should search for lobbies (based on users IP address to location map on the Steam backed)
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void AddRequestLobbyListDistanceFilter( ELobbyDistanceFilter eLobbyDistanceFilter )
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{
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PRINT_DEBUG("AddRequestLobbyListDistanceFilter\n");
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PRINT_DEBUG("AddRequestLobbyListDistanceFilter %i\n", eLobbyDistanceFilter);
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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@ -652,6 +651,7 @@ void LeaveLobby( CSteamID steamIDLobby )
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if (lobbies.end() != lobby) {
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if (!lobby->deleted()) {
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on_self_enter_leave_lobby((uint64)lobby->room_id(), lobby->type(), true);
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self_lobby_member_data.erase(lobby->room_id());
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if (lobby->owner() != settings->get_local_steam_id().ConvertToUint64()) {
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PRINT_DEBUG("LeaveLobby not owner\n");
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leave_lobby(&(*lobby), settings->get_local_steam_id());
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