diff --git a/source/glest_game/network/server_interface.cpp b/source/glest_game/network/server_interface.cpp index 57d7d8f51..099cf7026 100644 --- a/source/glest_game/network/server_interface.cpp +++ b/source/glest_game/network/server_interface.cpp @@ -46,7 +46,7 @@ double maxClientLagTimeAllowed = 20; // The maximum amount of network update iterations a client is allowed to fall behind before we // for a disconnect regardless of other settings -double maxFrameCountLagAllowedEver = 75; +double maxFrameCountLagAllowedEver = 50; // 65% of max we warn all users about the lagged client double warnFrameCountLagPercent = 0.65; @@ -58,7 +58,7 @@ double LAG_CHECK_GRACE_PERIOD = 15; // The max amount of time to 'freeze' gameplay per packet when a client is lagging // badly and we want to give time for them to catch up -double MAX_CLIENT_WAIT_SECONDS_FOR_PAUSE = 2; +double MAX_CLIENT_WAIT_SECONDS_FOR_PAUSE = 1; ServerInterface::ServerInterface() : GameNetworkInterface() { SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);