(svn r21008) -Change: don't make client reconnect waiting time depend on the company; in coop games that does not spread clients at all, and most companies have a low number causing it not to be spread out either. Use the ClientID instead. Based on a patch by dihedral.

This commit is contained in:
rubidium 2010-10-22 14:41:26 +00:00
parent 6e3a46d295
commit 3a1a915c9a
1 changed files with 4 additions and 5 deletions

View File

@ -911,11 +911,10 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_SHUTDOWN)
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_NEWGAME)
{
/* To trottle the reconnects a bit, every clients waits
* his _local_company value before reconnecting
* COMPANY_SPECTATOR is currently 255, so to avoid long wait periods
* set the max to 10. */
_network_reconnect = min(_local_company + 1, 10);
/* To trottle the reconnects a bit, every clients waits its
* Client ID modulo 16. This way reconnects should be spread
* out a bit. */
_network_reconnect = _network_own_client_id % 16;
_switch_mode_errorstr = STR_NETWORK_MESSAGE_SERVER_REBOOT;
return NETWORK_RECV_STATUS_SERVER_ERROR;