- 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

@ -798,7 +798,7 @@ void SV_Frame( int msec ) {
if ( sv_fps->integer < 1 ) {
Cvar_Set( "sv_fps", "10" );
}
frameMsec = 1000 / sv_fps->integer ;
frameMsec = 1000 / sv_fps->integer * com_timescale->value;
sv.timeResidual += msec;

View file

@ -587,12 +587,12 @@ void SV_SendMessageToClient( msg_t *msg, client_t *client ) {
// TTimo - https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=491
// added sv_lanForceRate check
if ( client->netchan.remoteAddress.type == NA_LOOPBACK || (sv_lanForceRate->integer && Sys_IsLANAddress (client->netchan.remoteAddress)) ) {
client->nextSnapshotTime = svs.time + (1000/sv_fps->integer);
client->nextSnapshotTime = svs.time + (1000.0 / sv_fps->integer * com_timescale->value);
return;
}
// normal rate / snapshotMsec calculation
rateMsec = SV_RateMsec( client, msg->cursize );
rateMsec = SV_RateMsec(client, msg->cursize);
if ( rateMsec < client->snapshotMsec ) {
// never send more packets than this, no matter what the rate is at
@ -602,16 +602,15 @@ void SV_SendMessageToClient( msg_t *msg, client_t *client ) {
client->rateDelayed = qtrue;
}
client->nextSnapshotTime = svs.time + rateMsec;
client->nextSnapshotTime = svs.time + rateMsec * com_timescale->value;
// don't pile up empty snapshots while connecting
if ( client->state != CS_ACTIVE ) {
// a gigantic connection message may have already put the nextSnapshotTime
// more than a second away, so don't shorten it
// do shorten if client is downloading
if ( !*client->downloadName && client->nextSnapshotTime < svs.time + 1000 ) {
client->nextSnapshotTime = svs.time + 1000;
}
if (!*client->downloadName && client->nextSnapshotTime < svs.time + 1000 * com_timescale->value)
client->nextSnapshotTime = svs.time + 1000 * com_timescale->value;
}
}