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authorPatric Stout <truebrain@openttd.org>2021-02-27 11:01:57 +0100
committerPatric Stout <github@truebrain.nl>2021-02-28 12:27:04 +0100
commit2d9062bfc193227866b033f55ef2b842da6e72a0 (patch)
treedb55a8d9b46c8acdd3f0f27eab0bfe769e58f35c /src/blitter/32bpp_anim_sse2.cpp
parent13889b6554e029554556af6524c9ec5542c593e2 (diff)
downloadopenttd-2d9062bfc193227866b033f55ef2b842da6e72a0.tar.xz
Fix: [Network] don't desync if client leaves before you finish downloading map
When you are downloading a map, all the commands are queued up for you. Clients joining/leaving is done by the network protocol, and as such are processed immediately. This means that by the time you are processing the commands, a client that triggered it, might already have left. So, all commands that do something with ClientID, shouldn't error on an invalid ClientID when DC_EXEC is set, but gracefully handle the command anyway, to make sure the game-state is kept in sync with all the clients that did execute the DoCommand while the now-gone client was still there. Additionally, in the small chance a client disconnects between the server validating a DoCommand and the command being executed, also just process the command as if the client was still there. Otherwise, lag or latency can cause clients that did not receive the disconnect yet to desync.
Diffstat (limited to 'src/blitter/32bpp_anim_sse2.cpp')
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