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Fix the issue with timing out when joining during intermission
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parent
fffa3db5a8
commit
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1 changed files with 8 additions and 3 deletions
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@ -3874,9 +3874,8 @@ FILESTAMP
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// Update the nettics
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// Update the nettics
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nettics[node] = realend;
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nettics[node] = realend;
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// Don't do anything for packets of type NODEKEEPALIVE?
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// This should probably still timeout though, as the node should always have a player 1 number
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if (netconsole == -1 || netbuffer->packettype == PT_NODEKEEPALIVE
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if (netconsole == -1)
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|| netbuffer->packettype == PT_NODEKEEPALIVEMIS)
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break;
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break;
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// If a client sends a ticcmd it should mean they are done receiving the savegame
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// If a client sends a ticcmd it should mean they are done receiving the savegame
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@ -3886,6 +3885,12 @@ FILESTAMP
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/// \todo Use a separate cvar for that kind of timeout?
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/// \todo Use a separate cvar for that kind of timeout?
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freezetimeout[node] = I_GetTime() + connectiontimeout;
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freezetimeout[node] = I_GetTime() + connectiontimeout;
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// Don't do anything for packets of type NODEKEEPALIVE?
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// Sryder 2018/07/01: Update the freezetimeout still!
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if (netbuffer->packettype == PT_NODEKEEPALIVE
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|| netbuffer->packettype == PT_NODEKEEPALIVEMIS)
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break;
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// Copy ticcmd
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// Copy ticcmd
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G_MoveTiccmd(&netcmds[maketic%BACKUPTICS][netconsole], &netbuffer->u.clientpak.cmd, 1);
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G_MoveTiccmd(&netcmds[maketic%BACKUPTICS][netconsole], &netbuffer->u.clientpak.cmd, 1);
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