mirror of https://github.com/OpenTTD/OpenTTD
(svn r21400) -Fix [FS#4284]: when loading a savegame takes more than 2 seconds locally, don't see that as lag of the server. Also increase the client side's lag thresholds a bit
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216e48cd07
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@ -833,6 +833,9 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_MAP_DONE)
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/* The map is done downloading, load it */
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bool load_success = SafeLoad(NULL, SL_LOAD, GM_NORMAL, NO_DIRECTORY, lf);
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/* Long savegame loads shouldn't affect the lag calculation! */
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this->last_packet = _realtime_tick;
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if (!load_success) {
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DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
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_switch_mode_errorstr = STR_NETWORK_ERROR_SAVEGAMEERROR;
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@ -1133,14 +1136,14 @@ void ClientNetworkGameSocketHandler::CheckConnection()
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/* It might... sometimes occur that the realtime ticker overflows. */
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if (_realtime_tick < this->last_packet) this->last_packet = _realtime_tick;
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/* Lag is in milliseconds; 2 seconds are roughly the server's
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* "you're slow" threshold (1 game day). */
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/* Lag is in milliseconds; 5 seconds are roughly twice the
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* server's "you're slow" threshold (1 game day). */
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uint lag = (_realtime_tick - this->last_packet) / 1000;
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if (lag < 2) return;
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if (lag < 5) return;
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/* 10 seconds are (way) more than 4 game days after which
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/* 20 seconds are (way) more than 4 game days after which
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* the server will forcefully disconnect you. */
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if (lag > 10) {
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if (lag > 20) {
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this->NetworkGameSocketHandler::CloseConnection();
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_switch_mode_errorstr = STR_NETWORK_ERROR_LOSTCONNECTION;
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return;
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