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* Fix to a bug where servers with long uptimes (~27 days) would consume 100%
CPU if the running game did not set the nextmap cvar. This patch instead uses the mapname server cvar, which is guaranteed to be defined.
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2 changed files with 3 additions and 3 deletions
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@ -671,7 +671,7 @@ void SV_Shutdown( char *finalmsg ) {
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return;
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return;
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}
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}
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Com_Printf( "----- Server Shutdown -----\n" );
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Com_Printf( "----- Server Shutdown (%s) -----\n", finalmsg );
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if ( svs.clients && !com_errorEntered ) {
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if ( svs.clients && !com_errorEntered ) {
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SV_FinalMessage( finalmsg );
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SV_FinalMessage( finalmsg );
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@ -808,13 +808,13 @@ void SV_Frame( int msec ) {
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// 2giga-milliseconds = 23 days, so it won't be too often
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// 2giga-milliseconds = 23 days, so it won't be too often
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if ( svs.time > 0x70000000 ) {
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if ( svs.time > 0x70000000 ) {
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SV_Shutdown( "Restarting server due to time wrapping" );
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SV_Shutdown( "Restarting server due to time wrapping" );
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Cbuf_AddText( "vstr nextmap\n" );
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Cbuf_AddText( va( "map %s\n", Cvar_VariableString( "mapname" ) ) );
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return;
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return;
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}
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}
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// this can happen considerably earlier when lots of clients play and the map doesn't change
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// this can happen considerably earlier when lots of clients play and the map doesn't change
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if ( svs.nextSnapshotEntities >= 0x7FFFFFFE - svs.numSnapshotEntities ) {
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if ( svs.nextSnapshotEntities >= 0x7FFFFFFE - svs.numSnapshotEntities ) {
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SV_Shutdown( "Restarting server due to numSnapshotEntities wrapping" );
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SV_Shutdown( "Restarting server due to numSnapshotEntities wrapping" );
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Cbuf_AddText( "vstr nextmap\n" );
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Cbuf_AddText( va( "map %s\n", Cvar_VariableString( "mapname" ) ) );
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return;
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return;
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}
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}
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