(svn r19620) -Fix: desync when a command is received and in the queue while a client starts joining, i.e. save the game state. This can happen in two ways: with frame_freq > 1 a command received in a previous frame might not be executed yet or when a command is received in the same frame as the join but before the savegame is made. In both cases the joining client would not get all commands to get in-sync with the server (and the other clients).
This commit is contained in:
@@ -163,6 +163,7 @@ struct CommandPacket : CommandContainer {
|
||||
void NetworkAddCommandQueue(CommandPacket cp, NetworkClientSocket *cs = NULL);
|
||||
void NetworkExecuteLocalCommandQueue();
|
||||
void NetworkFreeLocalCommandQueue();
|
||||
void NetworkSyncCommandQueue(NetworkClientSocket *cs);
|
||||
|
||||
/* from network.c */
|
||||
NetworkRecvStatus NetworkCloseClient(NetworkClientSocket *cs, NetworkRecvStatus status);
|
||||
|
Reference in New Issue
Block a user