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author | zakk <zakk@edf5b092-35ff-0310-97b2-ce42778d08ea> | 2005-09-17 01:36:38 +0000 |
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committer | zakk <zakk@edf5b092-35ff-0310-97b2-ce42778d08ea> | 2005-09-17 01:36:38 +0000 |
commit | 10925c8309af0350541ab8fb0188b96bd67d35ad (patch) | |
tree | 5146b771c376785abfbe739ee35e01a873d2dd16 /code/server/sv_main.c | |
parent | 468c8b373ff3fb1f5452d8198abe89018d99c414 (diff) | |
download | ioquake3-aero-10925c8309af0350541ab8fb0188b96bd67d35ad.tar.gz ioquake3-aero-10925c8309af0350541ab8fb0188b96bd67d35ad.zip |
Patch from Tim Angus, to fix a longstanding bug
in the server, wherein running the server for
more than 24 hours would cause the game to
exhibit weirdness as described here:
http://forums.wireheadstudios.org/index.php?act=ST&f=11&t=2749
That page would also indicate that more work
needs to be done if the map isn't going to change
for more than 24 hours.
git-svn-id: svn://svn.icculus.org/quake3/trunk@91 edf5b092-35ff-0310-97b2-ce42778d08ea
Diffstat (limited to 'code/server/sv_main.c')
-rw-r--r-- | code/server/sv_main.c | 7 |
1 files changed, 4 insertions, 3 deletions
diff --git a/code/server/sv_main.c b/code/server/sv_main.c index e83ce19..0d3f96c 100644 --- a/code/server/sv_main.c +++ b/code/server/sv_main.c @@ -785,7 +785,7 @@ void SV_Frame( int msec ) { sv.timeResidual += msec; - if (!com_dedicated->integer) SV_BotFrame( svs.time + sv.timeResidual ); + if (!com_dedicated->integer) SV_BotFrame (sv.time + sv.timeResidual); if ( com_dedicated->integer && sv.timeResidual < frameMsec ) { // NET_Sleep will give the OS time slices until either get a packet @@ -835,15 +835,16 @@ void SV_Frame( int msec ) { // update ping based on the all received frames SV_CalcPings(); - if (com_dedicated->integer) SV_BotFrame( svs.time ); + if (com_dedicated->integer) SV_BotFrame (sv.time); // run the game simulation in chunks while ( sv.timeResidual >= frameMsec ) { sv.timeResidual -= frameMsec; svs.time += frameMsec; + sv.time += frameMsec; // let everything in the world think and move - VM_Call( gvm, GAME_RUN_FRAME, svs.time ); + VM_Call (gvm, GAME_RUN_FRAME, sv.time); } if ( com_speeds->integer ) { |