Merge remote-tracking branch 'upstream/master'
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@@ -883,7 +883,11 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_FRAME(Packet *p
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#ifdef ENABLE_NETWORK_SYNC_EVERY_FRAME
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/* Test if the server supports this option
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* and if we are at the frame the server is */
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if (p->pos + 1 < p->size) {
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#ifdef NETWORK_SEND_DOUBLE_SEED
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if (p->CanReadFromPacket(sizeof(uint32) + sizeof(uint32))) {
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#else
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if (p->CanReadFromPacket(sizeof(uint32))) {
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#endif
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_sync_frame = _frame_counter_server;
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_sync_seed_1 = p->Recv_uint32();
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#ifdef NETWORK_SEND_DOUBLE_SEED
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@@ -1081,9 +1085,9 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_NEWGAME(Packet
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* care about the server shutting down. */
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if (this->status >= STATUS_JOIN) {
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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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* Client ID modulo 16 + 1 (value 0 means no reconnect).
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* This way reconnects should be spread out a bit. */
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_network_reconnect = _network_own_client_id % 16 + 1;
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ShowErrorMessage(STR_NETWORK_MESSAGE_SERVER_REBOOT, INVALID_STRING_ID, WL_CRITICAL);
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}
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