- compensate sv_fps for timescale value.

- Add a non-dirty-hack fix for client hanging when unpausing a game.
This commit is contained in:
Thilo Schulz 2006-08-26 01:45:27 +00:00
parent 90b35ec5c8
commit fb18a4b2e4
6 changed files with 35 additions and 15 deletions

View file

@ -941,7 +941,7 @@ void CL_SetCGameTime( void ) {
}
// allow pause in single player
if ( sv_paused->integer && cl_paused->integer && com_sv_running->integer ) {
if ( sv_paused->integer && CL_CheckPaused() && com_sv_running->integer ) {
// paused
return;
}

View file

@ -1961,7 +1961,7 @@ void CL_CheckTimeout( void ) {
//
// check timeout
//
if ( ( !cl_paused->integer || !sv_paused->integer )
if ( ( !CL_CheckPaused() || !sv_paused->integer )
&& cls.state >= CA_CONNECTED && cls.state != CA_CINEMATIC
&& cls.realtime - clc.lastPacketTime > cl_timeout->value*1000) {
if (++cl.timeoutcount > 5) { // timeoutcount saves debugger
@ -1974,6 +1974,22 @@ void CL_CheckTimeout( void ) {
}
}
/*
==================
CL_CheckPaused
Check whether client has been paused.
==================
*/
qboolean CL_CheckPaused(void)
{
// if cl_paused->modified is set, the cvar has only been changed in
// this frame. Keep paused in this frame to ensure the server doesn't
// lag behind.
if(cl_paused->integer || cl_paused->modified)
return qtrue;
return qfalse;
}
//============================================================================
@ -1985,19 +2001,19 @@ CL_CheckUserinfo
*/
void CL_CheckUserinfo( void ) {
// don't add reliable commands when not yet connected
if ( cls.state < CA_CHALLENGING ) {
if(cls.state < CA_CHALLENGING)
return;
}
// don't overflow the reliable command buffer when paused
if ( cl_paused->integer ) {
if(CL_CheckPaused())
return;
}
// send a reliable userinfo update if needed
if ( cvar_modifiedFlags & CVAR_USERINFO ) {
if(cvar_modifiedFlags & CVAR_USERINFO)
{
cvar_modifiedFlags &= ~CVAR_USERINFO;
CL_AddReliableCommand( va("userinfo \"%s\"", Cvar_InfoString( CVAR_USERINFO ) ) );
}
}
/*

View file

@ -219,6 +219,10 @@ void CL_ParseSnapshot( msg_t *msg ) {
newSnap.serverTime = MSG_ReadLong( msg );
// if we were just unpaused, we can only *now* really let the
// change come into effect or the client hangs.
cl_paused->modified = 0;
newSnap.messageNum = clc.serverMessageSequence;
deltaNum = MSG_ReadByte( msg );

View file

@ -394,6 +394,7 @@ void CL_InitRef( void );
qboolean CL_CDKeyValidate( const char *key, const char *checksum );
int CL_ServerStatus( char *serverAddress, char *serverStatusString, int maxLen );
qboolean CL_CheckPaused(void);
//
// cl_input