Removed saving/restoring the state of Packet Loss Prevention from Netgame profiles
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@ -3,6 +3,7 @@ D1X-Rebirth Changelog
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20110919
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main/multi.h, main/net_udp.c: Reworked Packet Loss Prevention: If an important packet could not be recovered until it timed out, dump player who failed sending/receiving it; Noloss queue can proces spackets until a certain traffic has been reached; In main UDP frame schedule different types of packets depending on PPS to decrease traffic produced in one frame, hopefully preventing too much loss in high-traffic situations; Small code cleanups; Added new dump signal for loss of important packet; When dumping player also disconnect that one in case the dumped player does not accept the signal
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main/playsave.c: Removed saving/restoring the state of Packet Loss Prevention from Netgame profiles
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20110915
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@ -1045,8 +1045,6 @@ void read_netgame_profile(netgame_info *ng)
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ng->control_invul_time = strtol(value, NULL, 10);
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else if (!strcmp(token, "PacketsPerSec"))
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ng->PacketsPerSec = strtol(value, NULL, 10);
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else if (!strcmp(token, "PacketLossPrevention"))
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ng->PacketLossPrevention = strtol(value, NULL, 10);
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else if (!strcmp(token, "NoFriendlyFire"))
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ng->NoFriendlyFire = strtol(value, NULL, 10);
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#ifdef USE_TRACKER
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@ -1085,7 +1083,6 @@ void write_netgame_profile(netgame_info *ng)
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PHYSFSX_printf(file, "PlayTimeAllowed=%i\n", ng->PlayTimeAllowed);
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PHYSFSX_printf(file, "control_invul_time=%i\n", ng->control_invul_time);
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PHYSFSX_printf(file, "PacketsPerSec=%i\n", ng->PacketsPerSec);
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PHYSFSX_printf(file, "PacketLossPrevention=%i\n", ng->PacketLossPrevention);
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PHYSFSX_printf(file, "NoFriendlyFire=%i\n", ng->NoFriendlyFire);
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#ifdef USE_TRACKER
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PHYSFSX_printf(file, "Tracker=%i\n", ng->Tracker);
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