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