mirror of
https://bitbucket.org/CPMADevs/cnq3
synced 2024-11-26 22:11:51 +00:00
fixed the listen server unpause lag / time-out
this issue popped up after commit 176aa6a24d
This commit is contained in:
parent
f1bbe75937
commit
215d54cafd
4 changed files with 26 additions and 3 deletions
|
@ -814,7 +814,7 @@ void CL_SetCGameTime()
|
|||
}
|
||||
|
||||
// allow pause in single player
|
||||
if ( sv_paused->integer && cl_paused->integer && com_sv_running->integer ) {
|
||||
if ( sv_paused->integer && CL_Paused() && com_sv_running->integer ) {
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
|
@ -1472,7 +1472,7 @@ static void CL_CheckTimeout()
|
|||
return;
|
||||
}
|
||||
|
||||
if ( ( !cl_paused->integer || !sv_paused->integer )
|
||||
if ( ( !CL_Paused() || !sv_paused->integer )
|
||||
&& cls.state >= CA_CONNECTED && cls.state != CA_CINEMATIC
|
||||
&& cls.realtime - clc.lastPacketTime > cl_timeout->value*1000) {
|
||||
if (++cl.timeoutcount > 5) { // timeoutcount saves debugger
|
||||
|
@ -1493,7 +1493,7 @@ static void CL_CheckUserinfo()
|
|||
return;
|
||||
}
|
||||
// don't overflow the reliable command buffer when paused
|
||||
if ( cl_paused->integer ) {
|
||||
if ( CL_Paused() ) {
|
||||
return;
|
||||
}
|
||||
// send a reliable userinfo update if needed
|
||||
|
@ -1587,6 +1587,22 @@ int CL_ScaledMilliseconds()
|
|||
}
|
||||
|
||||
|
||||
qbool CL_Paused()
|
||||
{
|
||||
// Summary: We keep the client pause active until we get a new server time through a snapshot.
|
||||
//
|
||||
// Without this fix, after the client pause ends and before we get a new server snapshot,
|
||||
// CL_AdjustTimeDelta will update cl.serverTime to a higher value
|
||||
// and that value is sent in the ucmd_t data to the server (CL_FinishMove).
|
||||
// Since the timestamp is "from the future", anything that follows needs to be
|
||||
// at least as high, which won't happen for a while because cl.serverTime will get reset to
|
||||
// something correct (i.e. lower) upon reception of the next snapshot from the server.
|
||||
// In other words: After a client pause of X seconds, the server ignores the client's input
|
||||
// for X seconds and the client is basically timing out. Oops.
|
||||
return cl_paused->integer || cl_paused->modified;
|
||||
}
|
||||
|
||||
|
||||
static void CL_InitRenderer()
|
||||
{
|
||||
// this sets up the renderer and calls R_Init
|
||||
|
|
|
@ -209,6 +209,11 @@ static void CL_ParseSnapshot( msg_t *msg )
|
|||
|
||||
newSnap.serverTime = MSG_ReadLong( msg );
|
||||
|
||||
// now that we have a server time update,
|
||||
// we can consider the client pause (if active) truly over
|
||||
// see CL_Paused for the details
|
||||
cl_paused->modified = qfalse;
|
||||
|
||||
newSnap.messageNum = clc.serverMessageSequence;
|
||||
|
||||
deltaNum = MSG_ReadByte( msg );
|
||||
|
|
|
@ -376,6 +376,8 @@ int CL_ServerStatus( char *serverAddress, char *serverStatusString, int maxLen )
|
|||
void CL_DownloadsComplete();
|
||||
void CL_DemoCompleted();
|
||||
|
||||
qbool CL_Paused();
|
||||
|
||||
|
||||
// cl_browser
|
||||
|
||||
|
|
Loading…
Reference in a new issue