File diff r25406:017a9f8d3ec9 → r25407:b37c2c854ce5
src/network/network_server.cpp
Show inline comments
 
@@ -1027,7 +1027,7 @@ NetworkRecvStatus ServerNetworkGameSocke
 
		InvalidateWindowData(WC_CLIENT_LIST, 0);
 

	
 
		/* Mark the client as pre-active, and wait for an ACK
 
		 *  so we know he is done loading and in sync with us */
 
		 *  so we know it is done loading and in sync with us */
 
		this->status = STATUS_PRE_ACTIVE;
 
		NetworkHandleCommandQueue(this);
 
		this->SendFrame();
 
@@ -1199,7 +1199,7 @@ NetworkRecvStatus ServerNetworkGameSocke
 
		/* The client is not yet caught up? */
 
		if (frame + DAY_TICKS < _frame_counter) return NETWORK_RECV_STATUS_OKAY;
 

	
 
		/* Now he is! Unpause the game */
 
		/* Now it is! Unpause the game */
 
		this->status = STATUS_ACTIVE;
 
		this->last_token_frame = _frame_counter;
 

	
 
@@ -1855,14 +1855,14 @@ void NetworkServer_Tick(bool send_frame)
 

	
 
			case NetworkClientSocket::STATUS_MAP_WAIT:
 
				/* Send every two seconds a packet to the client, to make sure
 
				 * he knows the server is still there; just someone else is
 
				 * it knows the server is still there; just someone else is
 
				 * still receiving the map. */
 
				if (std::chrono::steady_clock::now() > cs->last_packet + std::chrono::seconds(2)) {
 
					cs->SendWait();
 
					/* We need to reset the timer, as otherwise we will be
 
					 * spamming the client. Strictly speaking this variable
 
					 * tracks when we last received a packet from the client,
 
					 * but as he is waiting, he will not send us any till we
 
					 * but as it is waiting, it will not send us any till we
 
					 * start sending him data. */
 
					cs->last_packet = std::chrono::steady_clock::now();
 
				}