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Fix listen server sending snapshots each client frame
Running a server using the client engine would send server snapshots
to loopback and LAN clients each client frame (com_maxfps).
This causes excessive network traffic and likely does not provide new
information to the clients because SV_Frame() won't have run between
the extra snapshots.
This commit restores the original behavior of respecting local/LAN
client's snaps userinfo and sv_fps. The issue was introduced by the
following commit:
Commit ac30d86db0
From: Thilo Schulz
Date: Wed, 13 Jul 2011 17:11:30 +0000
Subject: - Improve snapshot rate and data rate control
Reported by Eugene C.
This commit is contained in:
parent
c04cf19b77
commit
45de6be4c2
1 changed files with 3 additions and 4 deletions
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@ -653,6 +653,9 @@ void SV_SendClientMessages(void)
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if(!c->state)
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continue; // not connected
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if(svs.time - c->lastSnapshotTime < c->snapshotMsec * com_timescale->value)
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continue; // It's not time yet
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if(*c->downloadName)
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continue; // Client is downloading, don't send snapshots
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@ -666,10 +669,6 @@ void SV_SendClientMessages(void)
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(sv_lanForceRate->integer && Sys_IsLANAddress(c->netchan.remoteAddress))))
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{
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// rate control for clients not on LAN
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if(svs.time - c->lastSnapshotTime < c->snapshotMsec * com_timescale->value)
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continue; // It's not time yet
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if(SV_RateMsec(c) > 0)
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{
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// Not enough time since last packet passed through the line
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