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-rw-r--r--src/network/network.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/src/network/network.cpp b/src/network/network.cpp
index cf74c621b..00863f8ad 100644
--- a/src/network/network.cpp
+++ b/src/network/network.cpp
@@ -344,7 +344,8 @@ StringID GetNetworkErrorMsg(NetworkErrorCode err)
STR_NETWORK_ERROR_CLIENT_COMPANY_MISMATCH,
STR_NETWORK_ERROR_CLIENT_KICKED,
STR_NETWORK_ERROR_CLIENT_CHEATER,
- STR_NETWORK_ERROR_CLIENT_SERVER_FULL
+ STR_NETWORK_ERROR_CLIENT_SERVER_FULL,
+ STR_NETWORK_ERROR_CLIENT_TOO_MANY_COMMANDS
};
if (err >= (ptrdiff_t)lengthof(network_error_strings)) err = NETWORK_ERROR_GENERAL;
@@ -1181,14 +1182,13 @@ void NetworkGameLoop()
f = NULL;
}
#endif /* DEBUG_DUMP_COMMANDS */
- NetworkDistributeCommands();
-
if (_frame_counter >= _frame_counter_max) {
/* Only check for active clients just before we're going to send out
* the commands so we don't send multiple pause/unpause commands when
- * the frame_freq is more than 1 tick. */
+ * the frame_freq is more than 1 tick. Same with distributing commands. */
CheckPauseOnJoin();
CheckMinActiveClients();
+ NetworkDistributeCommands();
}
bool send_frame = false;