(svn r24900) -Fix [FS#5389]: Comments with typos (most fixes supplied by Eagle_rainbow)
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@@ -617,8 +617,8 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CLIENT_INFO(Pac
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}
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/* There are at most as many ClientInfo as ClientSocket objects in a
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* server. Having more Infos than a server can have means something
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* has gone wrong somewhere, i.e. the server has more Infos than it
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* server. Having more info than a server can have means something
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* has gone wrong somewhere, i.e. the server has more info than it
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* has actual clients. That means the server is feeding us an invalid
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* state. So, bail out! This server is broken. */
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if (!NetworkClientInfo::CanAllocateItem()) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
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@@ -1056,7 +1056,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_NEWGAME(Packet
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/* Only when we're trying to join we really
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* care about the server shutting down. */
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if (this->status >= STATUS_JOIN) {
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/* To trottle the reconnects a bit, every clients waits its
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/* To throttle the reconnects a bit, every clients waits its
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* Client ID modulo 16. This way reconnects should be spread
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* out a bit. */
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_network_reconnect = _network_own_client_id % 16;
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