Node and player isn't the same thing !#^&*%^:'\[[^!#^$4&@(é@*(&$*@#à$%@

This commit is contained in:
Louis-Antoine 2017-12-12 23:08:18 +01:00
parent 16b8265c6e
commit 4e89c03b0f

View file

@ -109,7 +109,7 @@ static INT16 consistancy[BACKUPTICS];
static UINT32 resynch_score[MAXNETNODES]; // "score" for kicking -- if this gets too high then cfail kick
static UINT16 resynch_delay[MAXNETNODES]; // delay time before the player can be considered to have desynched
static UINT32 resynch_status[MAXNETNODES]; // 0 bit means synched for that player, 1 means possibly desynched
static UINT8 resynch_sent[MAXNETNODES][MAXNETNODES]; // what synch packets have we attempted to send to the player
static UINT8 resynch_sent[MAXNETNODES][MAXPLAYERS]; // what synch packets have we attempted to send to the player
static UINT8 resynch_inprogress[MAXNETNODES];
static UINT8 resynch_local_inprogress = false; // WE are desynched and getting packets to fix it.
static UINT8 player_joining = false;
@ -928,7 +928,7 @@ static void SV_InitResynchVars(INT32 node)
resynch_score[node] = 0; // clean slate
resynch_status[node] = 0x00;
resynch_inprogress[node] = false;
memset(resynch_sent[node], 0, MAXNETNODES);
memset(resynch_sent[node], 0, MAXPLAYERS);
}
static void SV_RequireResynch(INT32 node)
@ -941,12 +941,12 @@ static void SV_RequireResynch(INT32 node)
resynch_inprogress[node] = true; // so we know to send a PT_RESYNCHEND after sync
// Initial setup
memset(resynch_sent[node], 0, MAXNETNODES);
memset(resynch_sent[node], 0, MAXPLAYERS);
for (i = 0; i < MAXPLAYERS; ++i)
{
if (!playeringame[i]) // Player not in game so just drop it from required synch
resynch_status[node] &= ~(1<<i);
else if (i == node); // instantly update THEIR position
else if (playernode[i] == node); // instantly update THEIR position
else // Send at random times based on num players
resynch_sent[node][i] = M_RandomKey(D_NumPlayers()>>1)+1;
}