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https://github.com/DrBeef/ioq3quest.git
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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.
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parent
40592957b4
commit
4bee7b4134
6 changed files with 21 additions and 13 deletions
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@ -78,6 +78,7 @@ typedef struct {
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int gameClientSize; // will be > sizeof(playerState_t) due to game private data
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int restartTime;
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int time;
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} server_t;
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@ -272,8 +272,10 @@ static void SV_MapRestart_f( void ) {
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SV_RestartGameProgs();
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// run a few frames to allow everything to settle
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for ( i = 0 ;i < 3 ; i++ ) {
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VM_Call( gvm, GAME_RUN_FRAME, svs.time );
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for (i = 0; i < 3; i++)
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{
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VM_Call (gvm, GAME_RUN_FRAME, sv.time);
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sv.time += 100;
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svs.time += 100;
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}
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@ -314,7 +316,8 @@ static void SV_MapRestart_f( void ) {
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}
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// run another frame to allow things to look at all the players
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VM_Call( gvm, GAME_RUN_FRAME, svs.time );
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VM_Call (gvm, GAME_RUN_FRAME, sv.time);
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sv.time += 100;
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svs.time += 100;
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}
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@ -898,7 +898,7 @@ static void SV_InitGameVM( qboolean restart ) {
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// use the current msec count for a random seed
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// init for this gamestate
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VM_Call( gvm, GAME_INIT, svs.time, Com_Milliseconds(), restart );
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VM_Call (gvm, GAME_INIT, sv.time, Com_Milliseconds(), restart);
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}
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@ -438,9 +438,11 @@ void SV_SpawnServer( char *server, qboolean killBots ) {
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sv_gametype->modified = qfalse;
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// run a few frames to allow everything to settle
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for ( i = 0 ;i < 3 ; i++ ) {
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VM_Call( gvm, GAME_RUN_FRAME, svs.time );
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SV_BotFrame( svs.time );
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for (i = 0;i < 3; i++)
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{
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VM_Call (gvm, GAME_RUN_FRAME, sv.time);
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SV_BotFrame (sv.time);
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sv.time += 100;
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svs.time += 100;
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}
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@ -495,8 +497,9 @@ void SV_SpawnServer( char *server, qboolean killBots ) {
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}
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// run another frame to allow things to look at all the players
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VM_Call( gvm, GAME_RUN_FRAME, svs.time );
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SV_BotFrame( svs.time );
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VM_Call (gvm, GAME_RUN_FRAME, sv.time);
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SV_BotFrame (sv.time);
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sv.time += 100;
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svs.time += 100;
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if ( sv_pure->integer ) {
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@ -785,7 +785,7 @@ void SV_Frame( int msec ) {
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sv.timeResidual += msec;
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if (!com_dedicated->integer) SV_BotFrame( svs.time + sv.timeResidual );
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if (!com_dedicated->integer) SV_BotFrame (sv.time + sv.timeResidual);
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if ( com_dedicated->integer && sv.timeResidual < frameMsec ) {
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// NET_Sleep will give the OS time slices until either get a packet
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@ -835,15 +835,16 @@ void SV_Frame( int msec ) {
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// update ping based on the all received frames
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SV_CalcPings();
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if (com_dedicated->integer) SV_BotFrame( svs.time );
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if (com_dedicated->integer) SV_BotFrame (sv.time);
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// run the game simulation in chunks
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while ( sv.timeResidual >= frameMsec ) {
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sv.timeResidual -= frameMsec;
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svs.time += frameMsec;
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sv.time += frameMsec;
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// let everything in the world think and move
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VM_Call( gvm, GAME_RUN_FRAME, svs.time );
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VM_Call (gvm, GAME_RUN_FRAME, sv.time);
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}
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if ( com_speeds->integer ) {
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@ -160,7 +160,7 @@ static void SV_WriteSnapshotToClient( client_t *client, msg_t *msg ) {
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// send over the current server time so the client can drift
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// its view of time to try to match
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MSG_WriteLong (msg, svs.time);
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MSG_WriteLong (msg, sv.time);
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// what we are delta'ing from
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MSG_WriteByte (msg, lastframe);
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