Add hack to avoid 2s startup delay on local games

This commit is contained in:
sapier 2014-05-02 00:18:25 +02:00
parent 4b44d359f5
commit 9370f5657a

@ -221,6 +221,11 @@ Client::Client(
MtEventManager *event,
bool ipv6
):
m_packetcounter_timer(0.0),
m_connection_reinit_timer(0.1),
m_avg_rtt_timer(0.0),
m_playerpos_send_timer(0.0),
m_ignore_damage_timer(0.0),
m_tsrc(tsrc),
m_shsrc(shsrc),
m_itemdef(itemdef),
@ -258,13 +263,6 @@ Client::Client(
m_removed_sounds_check_timer(0),
m_state(LC_Created)
{
m_packetcounter_timer = 0.0;
//m_delete_unused_sectors_timer = 0.0;
m_connection_reinit_timer = 0.0;
m_avg_rtt_timer = 0.0;
m_playerpos_send_timer = 0.0;
m_ignore_damage_timer = 0.0;
/*
Add local player
*/
@ -360,7 +358,8 @@ void Client::step(float dtime)
{
counter = 20.0;
infostream<<"Client packetcounter (20s):"<<std::endl;
infostream << "Client packetcounter (" << m_packetcounter_timer
<< "):"<<std::endl;
m_packetcounter.print(infostream);
m_packetcounter.clear();
}
@ -456,8 +455,13 @@ void Client::step(float dtime)
}
}
#endif
if(m_state == LC_Created)
// UGLY hack to fix 2 second startup delay caused by non existent
// server client startup synchronization in local server or singleplayer mode
static bool initial_step = true;
if (initial_step) {
initial_step = false;
}
else if(m_state == LC_Created)
{
float &counter = m_connection_reinit_timer;
counter -= dtime;
@ -469,7 +473,6 @@ void Client::step(float dtime)
Player *myplayer = m_env.getLocalPlayer();
assert(myplayer != NULL);
// Send TOSERVER_INIT
// [0] u16 TOSERVER_INIT
// [2] u8 SER_FMT_VER_HIGHEST_READ