From 088282bcf8ce6d301fd8a5b0d8a3409bceaab32d Mon Sep 17 00:00:00 2001 From: rubidium Date: Tue, 13 Apr 2010 18:55:31 +0000 Subject: (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). --- src/network/network_server.cpp | 1 + 1 file changed, 1 insertion(+) (limited to 'src/network/network_server.cpp') 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; -- cgit v1.2.3-54-g00ecf