forked from mirror/OpenTTD
(svn r261) -Workaround: unplayeable network-game on busy maps because of wrong setup of _current_player. This is only a workaround that can cause desyncs too but not that often
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@@ -353,7 +353,7 @@ static int GetNextSyncFrame()
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{
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uint32 newframe;
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if (_frame_fsync_last == 0) return -5;
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newframe = (_frame_fsync_last + 16);
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newframe = (_frame_fsync_last + 10); // do not use a multiple of 4 since that screws up sync-packets
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if ( (newframe + 4) > _frame_counter_max) return -5;
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return (_frame_counter_max - newframe);
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