Close out fire from queue list as this is not necessarily needed to keep games in sync; While processing the noloss queue, only process 5 packets max
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@ -1,5 +1,9 @@
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D2X-Rebirth Changelog
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20090203
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--------
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main/network.c, main/noloss.c: Close out fire from queue list as this is not necessarily needed to keep games in sync; While processing the noloss queue, only process 5 packets max
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20090202
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--------
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main/newdemo.c, main/gameseq.c, main/gamerend.c, main/ai.c, main/game.c, main/gauges.c, main/game.h, main/gamecntl.c: Defined some default cockpit modes in Demo mode so we do not get invalid values when demo starts in non-default-view mode (as new HUD modes are only triggered at beginning and end of event); Removed Newdemo_flying_guided global; Init seismic disturbances in demo mode just to make sure tey are switched off when coming from game mode; Made initialisation for Missile_viewer signature saving global so we can reset it for each new level and make sure we get a correct missile view; Fixed regression in Ai_last_missile_camera
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@ -4036,7 +4036,7 @@ void network_do_frame(int force, int listen)
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// Send out packet PacksPerSec times per second maximum... unless they fire, then send more often...
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if ( (last_send_time>F1_0/Netgame.PacketsPerSec) || (Network_laser_fired) || force || PacketUrgent )
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{
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int to_queue = (Network_laser_fired || force || PacketUrgent);
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int to_queue = (force || PacketUrgent);
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if ( Players[Player_num].connected ) {
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int objnum = Players[Player_num].objnum;
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@ -183,7 +183,7 @@ void noloss_init_queue(void)
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// 2) Check if there are packets in queue which we need to re-send to player(s) (if packet is older than one second)
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void noloss_process_queue(void)
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{
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int i;
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int i, count = 0;
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for (i = 0; i < NOLOSS_QUEUE_SIZE; i++)
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{
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@ -222,6 +222,11 @@ void noloss_process_queue(void)
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{
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con_printf(CON_DEBUG, "Re-Sending queued packet %i\n",i);
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noloss_send_queued_packet(i);
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}
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count++;
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}
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// Only send 5 packets from the queue by each time the queue process is called
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if (count >= 5)
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break;
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}
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}
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