diff --git a/src/network/network_server.cpp b/src/network/network_server.cpp --- a/src/network/network_server.cpp +++ b/src/network/network_server.cpp @@ -1141,7 +1141,7 @@ NetworkRecvStatus ServerNetworkGameSocke /* The client is trying to catch up with the server */ if (this->status == STATUS_PRE_ACTIVE) { /* The client is not yet caught up? */ - if (frame + DAY_TICKS < _frame_counter) return NETWORK_RECV_STATUS_OKAY; + if (frame + Ticks::DAY_TICKS < _frame_counter) return NETWORK_RECV_STATUS_OKAY; /* Now it is! Unpause the game */ this->status = STATUS_ACTIVE; @@ -1724,7 +1724,7 @@ void NetworkServer_Tick(bool send_frame) * did not receive a packet, then the client is not just * slow, but the connection is likely severed. Mentioning * frame_freq is not useful in this case. */ - if (lag > (uint)DAY_TICKS && cs->lag_test == 0 && cs->last_packet + std::chrono::seconds(2) > std::chrono::steady_clock::now()) { + if (lag > (uint)Ticks::DAY_TICKS && cs->lag_test == 0 && cs->last_packet + std::chrono::seconds(2) > std::chrono::steady_clock::now()) { IConsolePrint(CC_WARNING, "[{}] Client #{} is slow, try increasing [network.]frame_freq to a higher value!", _frame_counter, cs->client_id); cs->lag_test = 1; }