diff --git a/src/network/network_client.cpp b/src/network/network_client.cpp --- a/src/network/network_client.cpp +++ b/src/network/network_client.cpp @@ -833,6 +833,9 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_ /* The map is done downloading, load it */ bool load_success = SafeLoad(NULL, SL_LOAD, GM_NORMAL, NO_DIRECTORY, lf); + /* Long savegame loads shouldn't affect the lag calculation! */ + this->last_packet = _realtime_tick; + if (!load_success) { DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0); _switch_mode_errorstr = STR_NETWORK_ERROR_SAVEGAMEERROR; @@ -1133,14 +1136,14 @@ void ClientNetworkGameSocketHandler::Che /* It might... sometimes occur that the realtime ticker overflows. */ if (_realtime_tick < this->last_packet) this->last_packet = _realtime_tick; - /* Lag is in milliseconds; 2 seconds are roughly the server's - * "you're slow" threshold (1 game day). */ + /* Lag is in milliseconds; 5 seconds are roughly twice the + * server's "you're slow" threshold (1 game day). */ uint lag = (_realtime_tick - this->last_packet) / 1000; - if (lag < 2) return; + if (lag < 5) return; - /* 10 seconds are (way) more than 4 game days after which + /* 20 seconds are (way) more than 4 game days after which * the server will forcefully disconnect you. */ - if (lag > 10) { + if (lag > 20) { this->NetworkGameSocketHandler::CloseConnection(); _switch_mode_errorstr = STR_NETWORK_ERROR_LOSTCONNECTION; return;