(svn r261) -Workaround: unplayeable network-game on busy maps because of wrong setup of _current_player. This is only a workaround that can cause desyncs too but not that often

This commit is contained in:
signde 2004-09-14 22:51:37 +00:00
parent eaeca76e5a
commit 9dcf10eb6c
2 changed files with 13 additions and 2 deletions

13
misc.c
View File

@ -15,9 +15,14 @@ static INLINE uint32 ROR(uint32 x, int n)
return (x >> n) + (x << ((sizeof(x)*8)-n));
}
/* Fuck bitch code, most probably one of the loops (tileloop, vehicleloop, etc.)
* doesn't set up/reset _current_player so the normal random below fails #$%@$#!
* The old code below is prune to desyncs because randoms interfere.
* SO FIND THE OFFENDING LOOP AND FIX IT ONCE AND FOR ALL */
#undef NORMAL_RANDOM // unuseable game, desyncs way too fast
uint32 Random()
{
#ifdef NORMAL_RANDOM
if (_current_player>=MAX_PLAYERS) {
uint32 s = _random_seeds[0][0];
uint32 t = _random_seeds[0][1];
@ -29,6 +34,12 @@ uint32 Random()
_player_seeds[_current_player][0] = s + ROR(t ^ 0x1234567F, 7);
return _player_seeds[_current_player][1] = ROR(s, 3);
}
#else
uint32 s = _random_seeds[0][0];
uint32 t = _random_seeds[0][1];
_random_seeds[0][0] = s + ROR(t ^ 0x1234567F, 7);
return _random_seeds[0][1] = ROR(s, 3);
#endif
}
uint RandomRange(uint max)

View File

@ -353,7 +353,7 @@ static int GetNextSyncFrame()
{
uint32 newframe;
if (_frame_fsync_last == 0) return -5;
newframe = (_frame_fsync_last + 16);
newframe = (_frame_fsync_last + 10); // do not use a multiple of 4 since that screws up sync-packets
if ( (newframe + 4) > _frame_counter_max) return -5;
return (_frame_counter_max - newframe);