diff options
author | rubidium <rubidium@openttd.org> | 2010-10-22 14:41:26 +0000 |
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committer | rubidium <rubidium@openttd.org> | 2010-10-22 14:41:26 +0000 |
commit | 3a1a915c9af26759b121fb845b40708bc9db6cda (patch) | |
tree | 62d32f1365d5de0017ca38f0c29b92ff12ddfff4 /src | |
parent | 6e3a46d295d3ee96c678c8e2dce511f135b5d9aa (diff) | |
download | openttd-3a1a915c9af26759b121fb845b40708bc9db6cda.tar.xz |
(svn r21008) -Change: don't make client reconnect waiting time depend on the company; in coop games that does not spread clients at all, and most companies have a low number causing it not to be spread out either. Use the ClientID instead. Based on a patch by dihedral.
Diffstat (limited to 'src')
-rw-r--r-- | src/network/network_client.cpp | 9 |
1 files changed, 4 insertions, 5 deletions
diff --git a/src/network/network_client.cpp b/src/network/network_client.cpp index 7cb76366b..719433def 100644 --- a/src/network/network_client.cpp +++ b/src/network/network_client.cpp @@ -911,11 +911,10 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_SHUTDOWN) DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_NEWGAME) { - /* To trottle the reconnects a bit, every clients waits - * his _local_company value before reconnecting - * COMPANY_SPECTATOR is currently 255, so to avoid long wait periods - * set the max to 10. */ - _network_reconnect = min(_local_company + 1, 10); + /* To trottle the reconnects a bit, every clients waits its + * Client ID modulo 16. This way reconnects should be spread + * out a bit. */ + _network_reconnect = _network_own_client_id % 16; _switch_mode_errorstr = STR_NETWORK_MESSAGE_SERVER_REBOOT; return NETWORK_RECV_STATUS_SERVER_ERROR; |