Crashlog: Show frame counters with sync dates
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@@ -87,6 +87,7 @@ 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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uint32 _last_sync_frame_counter; ///< "
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bool _network_first_time; ///< Whether we have finished joining or not.
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CompanyMask _network_company_passworded; ///< Bitmask of the password status of all companies.
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@@ -661,6 +662,7 @@ static void NetworkInitialize(bool close_admins = true)
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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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_last_sync_frame_counter = 0;
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}
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/** Non blocking connection to query servers for their game info. */
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@@ -336,6 +336,7 @@ void ClientNetworkGameSocketHandler::ClientError(NetworkRecvStatus res)
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_last_sync_date = _date;
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_last_sync_date_fract = _date_fract;
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_last_sync_tick_skip_counter = _tick_skip_counter;
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_last_sync_frame_counter = _sync_frame;
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/* If this is the first time we have a sync-frame, we
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* need to let the server know that we are ready and at the same
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@@ -84,6 +84,7 @@ extern uint32 _sync_frame;
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extern Date _last_sync_date;
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extern DateFract _last_sync_date_fract;
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extern uint8 _last_sync_tick_skip_counter;
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extern uint32 _last_sync_frame_counter;
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extern bool _network_first_time;
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/* Vars needed for the join-GUI */
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extern NetworkJoinStatus _network_join_status;
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