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Improved rejoining reliability
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@@ -2316,7 +2316,7 @@ namespace Game {
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}
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if (bOkToStart == true) {
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bool useInGameBlockingClientSockets = Config::getInstance().getBool("EnableInGameBlockingSockets", "true");
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bool useInGameBlockingClientSockets = Config::getInstance().getBool("EnableInGameBlockingSockets", "false");
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if (useInGameBlockingClientSockets == true) {
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if (SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork, "In [%s::%s Line: %d]\n", extractFileFromDirectoryPath(__FILE__).c_str(), __FUNCTION__, __LINE__);
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@@ -2431,7 +2431,7 @@ namespace Game {
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if (difftime((long int) time(NULL), lastListenerSlotCheckTime) >= 7) {
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lastListenerSlotCheckTime = time(NULL);
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bool useInGameBlockingClientSockets = Config::getInstance().getBool("EnableInGameBlockingSockets", "true");
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bool useInGameBlockingClientSockets = Config::getInstance().getBool("EnableInGameBlockingSockets", "false");
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if (SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork, "In [%s::%s Line: %d]\n", extractFileFromDirectoryPath(__FILE__).c_str(), __FUNCTION__, __LINE__);
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for (int startIndex = 0; startIndex < GameConstants::maxPlayers; ++startIndex) {
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