Include last sync frame in desync crash log
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@@ -76,6 +76,9 @@ uint32 _sync_seed_2; ///< Second part of the seed.
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#endif
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uint64 _sync_state_checksum; ///< State checksum to compare during sync checks.
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uint32 _sync_frame; ///< The frame to perform the sync check.
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Date _last_sync_date; ///< The game date of the last successfully received sync frame
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DateFract _last_sync_date_fract; ///< "
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uint8 _last_sync_tick_skip_counter; ///< "
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bool _network_first_time; ///< Whether we have finished joining or not.
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bool _network_udp_server; ///< Is the UDP server started?
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uint16 _network_udp_broadcast; ///< Timeout for the UDP broadcasts.
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@@ -582,6 +585,10 @@ static void NetworkInitialize(bool close_admins = true)
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_network_first_time = true;
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_network_reconnect = 0;
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_last_sync_date = 0;
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_last_sync_date_fract = 0;
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_last_sync_tick_skip_counter = 0;
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}
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/** Non blocking connection create to query servers */
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