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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_server.cpp
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_server.cpp')
-rw-r--r--src/network/network_server.cpp1
1 files changed, 1 insertions, 0 deletions
diff --git a/src/network/network_server.cpp b/src/network/network_server.cpp
index a3cd53954..f4db459cb 100644
--- a/src/network/network_server.cpp
+++ b/src/network/network_server.cpp
@@ -353,6 +353,7 @@ DEF_SERVER_SEND_COMMAND(PACKET_SERVER_MAP)
sent_packets = 4; // We start with trying 4 packets
+ NetworkSyncCommandQueue(cs);
cs->status = STATUS_MAP;
/* Mark the start of download */
cs->last_frame = _frame_counter;