- try to get threaded client working without lag

This commit is contained in:
Mark Vejvoda 2013-03-02 01:05:39 +00:00
parent 6603e08c96
commit 503627f02b

View File

@ -1727,7 +1727,7 @@ void Game::update() {
if(clientInterface != NULL) {
uint64 lastNetworkFrameFromServer = clientInterface->getCachedLastPendingFrameCount();
if(lastNetworkFrameFromServer > 0 && lastNetworkFrameFromServer > world.getFrameCount() + gameSettings.getNetworkFramePeriod()) {
int frameDifference = lastNetworkFrameFromServer - world.getFrameCount();
int frameDifference = lastNetworkFrameFromServer - (world.getFrameCount() + gameSettings.getNetworkFramePeriod());
printf("Client will speed up: %d frames lastNetworkFrameFromServer: %lld world.getFrameCount() = %d updateLoops = %d\n",frameDifference,(long long int)lastNetworkFrameFromServer,world.getFrameCount(),updateLoops);