/* A packet was received in the last three game days, so the client is likely lagging behind. */
"Client #{} (IP: {}) is dropped because the client's game state is more than {} ticks behind." :
/* No packet was received in the last three game days; sounds like a lost connection. */
"Client #{} (IP: {}) is dropped because the client did not respond for more than {} ticks.",
cs->client_id, cs->GetClientIP(), lag);
if (cs->last_packet + std::chrono::milliseconds(lag * MILLISECONDS_PER_TICK) > std::chrono::steady_clock::now()) {
/* A packet was received in the last three game days, so the client is likely lagging behind. */
IConsolePrint(CC_WARNING, "Client #{} (IP: {}) is dropped because the client's game state is more than {} ticks behind.", cs->client_id, cs->GetClientIP(), lag);
} else {
/* No packet was received in the last three game days; sounds like a lost connection. */
IConsolePrint(CC_WARNING, "Client #{} (IP: {}) is dropped because the client did not respond for more than {} ticks.", cs->client_id, cs->GetClientIP(), lag);
}
cs->SendError(NETWORK_ERROR_TIMEOUT_COMPUTER);
continue;
}
/* Report once per time we detect the lag, and only when we