Fix: Some typos found using codespell
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@@ -30,7 +30,7 @@ Table of contents
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in the same way, and trees always grow the same.
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In OpenTTD multiplayer synchronisation works by creating a savegame
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when clients join, and then transfering that savegame to the client,
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when clients join, and then transferring that savegame to the client,
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so it has the complete gamestate at a fixed point in time.
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Afterwards clients only receive 'commands', that is: Stuff which is
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@@ -81,7 +81,7 @@ Table of contents
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that a vehicle picks the left line instead of the right line at
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a junction on one client.
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The important thing here is, that noone notices when a Desync
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The important thing here is, that no one notices when a Desync
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occurs. The desync client will continue to simulate the gamestate
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and execute commands from the server. Once the gamestate differs
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it will increasingly spiral out of control: If a vehicle picks a
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@@ -108,7 +108,7 @@ Table of contents
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indication on when the Desync happened. The Desync may after
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all have occurred long ago, and just did not affect the checksum
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up to now. The checksum may have matched 10 times or more
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since the Desync happend, and only now the Desync has spiraled
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since the Desync happened, and only now the Desync has spiraled
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enough to finally affect the checksum. (There was once a desync
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which was only noticed by the checksum after 20 game years.)
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@@ -140,7 +140,7 @@ Table of contents
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2.1) Cache debugging
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---- ---------------
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Desyncs which are caused by inproper cache validation can
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Desyncs which are caused by improper cache validation can
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often be found by enabling cache validation:
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- Start OpenTTD with '-d desync=2'.
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- This will enable validation of caches every tick.
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