- try to get threaded client working without lag
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@ -1727,7 +1727,7 @@ void Game::update() {
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if(clientInterface != NULL) {
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uint64 lastNetworkFrameFromServer = clientInterface->getCachedLastPendingFrameCount();
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if(lastNetworkFrameFromServer > 0 && lastNetworkFrameFromServer > world.getFrameCount() + gameSettings.getNetworkFramePeriod()) {
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int frameDifference = lastNetworkFrameFromServer - world.getFrameCount();
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int frameDifference = lastNetworkFrameFromServer - (world.getFrameCount() + gameSettings.getNetworkFramePeriod());
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printf("Client will speed up: %d frames lastNetworkFrameFromServer: %lld world.getFrameCount() = %d updateLoops = %d\n",frameDifference,(long long int)lastNetworkFrameFromServer,world.getFrameCount(),updateLoops);
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