trying to fix clients with high load.

This commit is contained in:
Titus Tscharntke 2013-03-10 00:09:09 +00:00
parent c8458237e0
commit 7263274d51
1 changed files with 1 additions and 2 deletions

View File

@ -1731,8 +1731,7 @@ void Game::update() {
ClientInterface *clientInterface = dynamic_cast<ClientInterface *>(networkManager.getClientInterface());
if(clientInterface != NULL) {
uint64 lastNetworkFrameFromServer = clientInterface->getCachedLastPendingFrameCount();
//TT: gameSettings.getNetworkFramePeriod()/4 is 250 ms which should be exact enough.
if(lastNetworkFrameFromServer > 0 && lastNetworkFrameFromServer > (world.getFrameCount() + gameSettings.getNetworkFramePeriod()/4)) {
if(lastNetworkFrameFromServer > 0 && lastNetworkFrameFromServer > (world.getFrameCount() + gameSettings.getNetworkFramePeriod())+1) {
//if(lastNetworkFrameFromServer > 0 && lastNetworkFrameFromServer > world.getFrameCount()) {
int frameDifference = ((lastNetworkFrameFromServer - world.getFrameCount()) / gameSettings.getNetworkFramePeriod()) * gameSettings.getNetworkFramePeriod();