Patch from Tim Angus, to fix a longstanding bug

in the server, wherein running the server for
more than 24 hours would cause the game to
exhibit weirdness as described here:
http://forums.wireheadstudios.org/index.php?act=ST&f=11&t=2749

That page would also indicate that more work
needs to be done if the map isn't going to change
for more than 24 hours.
This commit is contained in:
Zachary Slater 2005-09-17 01:36:38 +00:00
parent 40592957b4
commit 4bee7b4134
6 changed files with 21 additions and 13 deletions

View File

@ -78,6 +78,7 @@ typedef struct {
int gameClientSize; // will be > sizeof(playerState_t) due to game private data
int restartTime;
int time;
} server_t;

View File

@ -272,8 +272,10 @@ static void SV_MapRestart_f( void ) {
SV_RestartGameProgs();
// run a few frames to allow everything to settle
for ( i = 0 ;i < 3 ; i++ ) {
VM_Call( gvm, GAME_RUN_FRAME, svs.time );
for (i = 0; i < 3; i++)
{
VM_Call (gvm, GAME_RUN_FRAME, sv.time);
sv.time += 100;
svs.time += 100;
}
@ -314,7 +316,8 @@ static void SV_MapRestart_f( void ) {
}
// run another frame to allow things to look at all the players
VM_Call( gvm, GAME_RUN_FRAME, svs.time );
VM_Call (gvm, GAME_RUN_FRAME, sv.time);
sv.time += 100;
svs.time += 100;
}

View File

@ -898,7 +898,7 @@ static void SV_InitGameVM( qboolean restart ) {
// use the current msec count for a random seed
// init for this gamestate
VM_Call( gvm, GAME_INIT, svs.time, Com_Milliseconds(), restart );
VM_Call (gvm, GAME_INIT, sv.time, Com_Milliseconds(), restart);
}

View File

@ -438,9 +438,11 @@ void SV_SpawnServer( char *server, qboolean killBots ) {
sv_gametype->modified = qfalse;
// run a few frames to allow everything to settle
for ( i = 0 ;i < 3 ; i++ ) {
VM_Call( gvm, GAME_RUN_FRAME, svs.time );
SV_BotFrame( svs.time );
for (i = 0;i < 3; i++)
{
VM_Call (gvm, GAME_RUN_FRAME, sv.time);
SV_BotFrame (sv.time);
sv.time += 100;
svs.time += 100;
}
@ -495,8 +497,9 @@ void SV_SpawnServer( char *server, qboolean killBots ) {
}
// run another frame to allow things to look at all the players
VM_Call( gvm, GAME_RUN_FRAME, svs.time );
SV_BotFrame( svs.time );
VM_Call (gvm, GAME_RUN_FRAME, sv.time);
SV_BotFrame (sv.time);
sv.time += 100;
svs.time += 100;
if ( sv_pure->integer ) {

View File

@ -785,7 +785,7 @@ void SV_Frame( int msec ) {
sv.timeResidual += msec;
if (!com_dedicated->integer) SV_BotFrame( svs.time + sv.timeResidual );
if (!com_dedicated->integer) SV_BotFrame (sv.time + sv.timeResidual);
if ( com_dedicated->integer && sv.timeResidual < frameMsec ) {
// NET_Sleep will give the OS time slices until either get a packet
@ -835,15 +835,16 @@ void SV_Frame( int msec ) {
// update ping based on the all received frames
SV_CalcPings();
if (com_dedicated->integer) SV_BotFrame( svs.time );
if (com_dedicated->integer) SV_BotFrame (sv.time);
// run the game simulation in chunks
while ( sv.timeResidual >= frameMsec ) {
sv.timeResidual -= frameMsec;
svs.time += frameMsec;
sv.time += frameMsec;
// let everything in the world think and move
VM_Call( gvm, GAME_RUN_FRAME, svs.time );
VM_Call (gvm, GAME_RUN_FRAME, sv.time);
}
if ( com_speeds->integer ) {

View File

@ -160,7 +160,7 @@ static void SV_WriteSnapshotToClient( client_t *client, msg_t *msg ) {
// send over the current server time so the client can drift
// its view of time to try to match
MSG_WriteLong (msg, svs.time);
MSG_WriteLong (msg, sv.time);
// what we are delta'ing from
MSG_WriteByte (msg, lastframe);