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(svn r21008) -Change: don't make client reconnect waiting time depend…
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… 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.
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rubidium42 committed Oct 22, 2010
1 parent 6e3a46d commit 3a1a915
Showing 1 changed file with 4 additions and 5 deletions.
9 changes: 4 additions & 5 deletions src/network/network_client.cpp
Expand Up @@ -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;
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