Client (and possibly server) initial timeout and heartbeat values hardcoded
Defavlt opened this issue ยท 4 comments
The heartbeat and timeout values for the client is hardcoded, as seen here:
https://github.com/godarklight/DarkMultiPlayer/blob/master/Common/Common.cs#L13
public class Common
{
//Timeouts in milliseconds
public const long HEART_BEAT_INTERVAL = 5000;
public const long INITIAL_CONNECTION_TIMEOUT = 5000;
public const long CONNECTION_TIMEOUT = 20000;
I'm not familiar with DMP's codebase, so I'm not really sure whether there's a system for loading values from a file or not but if there is, could someone point me in the right direction so I can make a patch?
I'll open them up, it's easy enough :P
EDIT: You can just change those right now and it will work after compiling ;)
@RockyTV
What's the issue with hardcoding values that do not need to be changed?
I'm on a horrible 1MB 3G line. I drop out constantly with these values and it'd be nice to play some.
@godarklight
EDIT: You can just change those right now and it will work after compiling ;)
Already done, but I'd much rather stick to the "official" build rather than having to add yet another repository to my daily routine.