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authorrubidium <rubidium@openttd.org>2010-04-13 18:55:31 +0000
committerrubidium <rubidium@openttd.org>2010-04-13 18:55:31 +0000
commit088282bcf8ce6d301fd8a5b0d8a3409bceaab32d (patch)
treee6a40c2bdaa2011f11cc3aaed25d4db3355ae9ad /src/network/network_internal.h
parentd2ed777fa5a9a1c39923ace958cd7e01f60de7f8 (diff)
downloadopenttd-088282bcf8ce6d301fd8a5b0d8a3409bceaab32d.tar.xz
(svn r19620) -Fix: desync when a command is received and in the queue while a client starts joining, i.e. save the game state. This can happen in two ways: with frame_freq > 1 a command received in a previous frame might not be executed yet or when a command is received in the same frame as the join but before the savegame is made. In both cases the joining client would not get all commands to get in-sync with the server (and the other clients).
Diffstat (limited to 'src/network/network_internal.h')
-rw-r--r--src/network/network_internal.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/src/network/network_internal.h b/src/network/network_internal.h
index ef1030a9e..3131cc10e 100644
--- a/src/network/network_internal.h
+++ b/src/network/network_internal.h
@@ -163,6 +163,7 @@ struct CommandPacket : CommandContainer {
void NetworkAddCommandQueue(CommandPacket cp, NetworkClientSocket *cs = NULL);
void NetworkExecuteLocalCommandQueue();
void NetworkFreeLocalCommandQueue();
+void NetworkSyncCommandQueue(NetworkClientSocket *cs);
/* from network.c */
NetworkRecvStatus NetworkCloseClient(NetworkClientSocket *cs, NetworkRecvStatus status);