- do NOT pause for lagging clients if game network setting set to false
This commit is contained in:
parent
b0fc9597e3
commit
6439d98146
|
@ -1069,9 +1069,10 @@ void ServerInterface::checkForCompletedClients(std::map<int,bool> & mapSlotSigna
|
|||
|
||||
void ServerInterface::checkForAutoPauseForLaggingClient(int index,ConnectionSlot* connectionSlot) {
|
||||
|
||||
if (this->clientsAutoPausedDueToLag == false) {
|
||||
if (gameSettings.getNetworkPauseGameForLaggedClients() == true &&
|
||||
this->clientsAutoPausedDueToLag == false) {
|
||||
if (connectionSlot != NULL && connectionSlot->isConnected() == true) {
|
||||
if (connectionSlot->getAutoPauseGameCountForLag()< MAX_CLIENT_PAUSE_FOR_LAG_COUNT) {
|
||||
if (connectionSlot->getAutoPauseGameCountForLag() < MAX_CLIENT_PAUSE_FOR_LAG_COUNT) {
|
||||
if (this->clientLagCallbackInterface != NULL) {
|
||||
|
||||
if (this->clientsAutoPausedDueToLagTimer.isStarted() == false ||
|
||||
|
@ -1438,7 +1439,8 @@ void ServerInterface::dispatchPendingUnMarkCellMessages(std::vector <string> &er
|
|||
}
|
||||
|
||||
void ServerInterface::checkForAutoResumeForLaggingClients() {
|
||||
if (this->clientsAutoPausedDueToLag == true &&
|
||||
if (gameSettings.getNetworkPauseGameForLaggedClients() == true &&
|
||||
this->clientsAutoPausedDueToLag == true &&
|
||||
this->clientsAutoPausedDueToLagTimer.getMillis() >= MAX_CLIENT_WAIT_SECONDS_FOR_PAUSE_MILLISECONDS) {
|
||||
|
||||
//printf("this->clientsAutoPausedDueToLag: %d [%lld]\n",this->clientsAutoPausedDueToLag,(long long)this->clientsAutoPausedDueToLagTimer.getMillis());
|
||||
|
|
Loading…
Reference in New Issue