1
0
forked from 0ad/0ad

Fix MP OOS when rejoining on turn 0

Reported by: elexis
Fixes #5185

Differential Revision: https://code.wildfiregames.com/D3068
This was SVN commit r24275.
This commit is contained in:
wraitii 2020-11-27 15:41:24 +00:00
parent 4b76e33e4d
commit 259c57929d

View File

@ -35,10 +35,11 @@
CNetServerTurnManager::CNetServerTurnManager(CNetServerWorker& server)
: m_NetServer(server), m_ReadyTurn(1), m_TurnLength(DEFAULT_TURN_LENGTH_MP), m_HasSyncError(false)
{
// The first turn we will actually execute is number 2,
// so store dummy values into the saved lengths list
m_SavedTurnLengths.push_back(0);
// Turn 0 is not actually executed, store a dummy value.
m_SavedTurnLengths.push_back(0);
// Turn 1 is special: all clients run it without waiting on a server command batch.
// Because of this, it is always run with the default MP turn length.
m_SavedTurnLengths.push_back(m_TurnLength);
}
void CNetServerTurnManager::NotifyFinishedClientCommands(CNetServerSession& session, u32 turn)