Ping measurement and display (console: ping)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -263,6 +263,8 @@ public sealed class GameServer
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return;
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return;
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case MsgType.Ping:
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case MsgType.Ping:
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// Mit Zeitstempel: sofort zurückschicken, damit der Spieler seinen Ping sieht
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if (m.Payload.Length > 0 && m.Payload.Length <= 16) c.Conn.Send(MsgType.Pong, m.Payload);
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return;
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return;
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case MsgType.AdminListRequest:
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case MsgType.AdminListRequest:
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+2
-1
@@ -34,7 +34,8 @@ public enum MsgType : byte
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AdminResult = 27, // Server -> Client: string Meldung
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AdminResult = 27, // Server -> Client: string Meldung
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Chat = 28, // Chatnachricht (string)
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Chat = 28, // Chatnachricht (string)
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VarSync = 29, // Fahrzeugzustand: int n, je [int key, byte typ, wert]
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VarSync = 29, // Fahrzeugzustand: int n, je [int key, byte typ, wert]
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Teleport = 30 // Admin holt einen Spieler zu sich: 3 float Position
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Teleport = 30, // Admin holt einen Spieler zu sich: 3 float Position
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Pong = 31 // Antwort auf Ping mit demselben Zeitstempel (Laufzeit messen)
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}
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}
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public readonly record struct Message(MsgType Type, byte[] Payload)
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public readonly record struct Message(MsgType Type, byte[] Payload)
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