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(svn r207) -Codechange: randomizer handling

-Fix: desync problem fixes
-Fix: server doesnt hang anymore when a client timed out
-Feature: low latency connection enhancements [*net_sync_freq, *net_ready_ahead]
This commit is contained in:
signde
2004-09-11 19:34:11 +00:00
parent d03afadad2
commit 1fb915df69
13 changed files with 278 additions and 144 deletions

View File

@@ -62,7 +62,9 @@ VARDEF uint16 _disaster_delay;
// tick handler.
VARDEF uint16 _station_tick_ctr;
VARDEF uint32 _random_seed_1, _random_seed_2;
VARDEF uint32 _random_seeds[2][2];
VARDEF uint32 _player_seeds[MAX_PLAYERS][2];
// Iterator through all towns in OnTick_Town
VARDEF byte _cur_town_ctr;
@@ -214,10 +216,10 @@ VARDEF byte _cur_month;
VARDEF byte _player_colors[MAX_PLAYERS];
VARDEF bool _in_state_game_loop;
VARDEF int32 _frame_counter;
VARDEF uint32 _frame_counter;
VARDEF int32 _frame_counter_max; // for networking, this is the frame that we are not allowed to execute yet.
VARDEF int32 _frame_counter_srv; // for networking, this is the last known framecounter of the server. it is always less than frame_counter_max.
VARDEF uint32 _frame_counter_max; // for networking, this is the frame that we are not allowed to execute yet.
VARDEF uint32 _frame_counter_srv; // for networking, this is the last known framecounter of the server. it is always less than frame_counter_max.
// networking settings
VARDEF bool _network_available; // is network mode available?