Do not hang when there's a reset during the game due to sync loss.

git-svn-id: svn://svn.code.sf.net/p/sc2/code/trunk@2574 8092fc87-c524-0410-9efc-e669fe64eaf9
This commit is contained in:
meep-eep
2006-12-06 23:31:21 +00:00
parent 8a0ba77f24
commit 187d2084a7
2 changed files with 7 additions and 2 deletions
+3 -1
View File
@@ -285,10 +285,12 @@ DoBattle (BATTLE_STATE *bs)
&& (battleFrameCount - delay) % NETPLAY_CHECKSUM_INTERVAL == 0)
{
if (!(GLOBAL (CurrentActivity) & CHECK_ABORT))
{
if (!verifyChecksums (battleFrameCount - delay)) {
GLOBAL(CurrentActivity) |= CHECK_ABORT;
resetConnections(ResetReason_syncLoss);
resetConnections (ResetReason_syncLoss);
}
}
}
}
#endif
+4 -1
View File
@@ -267,7 +267,7 @@ networkBattleInput(COUNT player, STARSHIPPTR StarShipPtr) {
for (;;) {
bool ok;
#if 0
// This is a useful debugging trick. By enabling this #if
// block, this side will always lag the maximum number of frames
@@ -300,6 +300,9 @@ networkBattleInput(COUNT player, STARSHIPPTR StarShipPtr) {
GLOBAL(CurrentActivity) |= CHECK_ABORT;
return (BATTLE_INPUT_STATE) 0;
}
if (GLOBAL(CurrentActivity) & CHECK_ABORT)
return (BATTLE_INPUT_STATE) 0;
#if 0
log_add(log_Warning, "NETPLAY: [%d] stalling for "