- attempt to fix lagging clients

This commit is contained in:
Mark Vejvoda 2013-03-01 23:31:53 +00:00
parent 74119d0b93
commit 2fc2e51842
2 changed files with 3 additions and 3 deletions

View File

@ -1714,7 +1714,7 @@ void Game::update() {
printf("Resume #1\n");
this->initialResumeSpeedLoops = false;
updateLoops = 80;
//updateLoops = 80;
}
if(SystemFlags::getSystemSettingType(SystemFlags::debugPerformance).enabled && chrono.getMillis() > 0) SystemFlags::OutputDebug(SystemFlags::debugPerformance,"In [%s::%s] Line: %d took msecs: %lld\n",extractFileFromDirectoryPath(__FILE__).c_str(),__FUNCTION__,__LINE__,chrono.getMillis());

View File

@ -982,8 +982,8 @@ void ClientInterface::updateKeyframe(int frameCount) {
//chrono.start();
if(quit == false) {
//bool testThreaded = Config::getInstance().getBool("ThreadedNetworkClient","false");
bool testThreaded = false;
bool testThreaded = Config::getInstance().getBool("ThreadedNetworkClient","true");
//bool testThreaded = false;
if(testThreaded == false) {
updateFrame(&frameCount);
Commands &frameCmdList = cachedPendingCommands[frameCount];