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authortma <tma@edf5b092-35ff-0310-97b2-ce42778d08ea>2006-02-23 23:10:54 +0000
committertma <tma@edf5b092-35ff-0310-97b2-ce42778d08ea>2006-02-23 23:10:54 +0000
commit3ab88f705ea5fad914cb93c3b2c5be2eb9f18175 (patch)
tree4e4b5f0065a2d7bb86d47085e5844b281fadde9e /code/server/sv_main.c
parentce0379028218a1462fa1c92245675071d43a2e8f (diff)
downloadioquake3-aero-3ab88f705ea5fad914cb93c3b2c5be2eb9f18175.tar.gz
ioquake3-aero-3ab88f705ea5fad914cb93c3b2c5be2eb9f18175.zip
* Fix to a bug where servers with long uptimes (~27 days) would consume 100%
CPU if the running game did not set the nextmap cvar. This patch instead uses the mapname server cvar, which is guaranteed to be defined. git-svn-id: svn://svn.icculus.org/quake3/trunk@584 edf5b092-35ff-0310-97b2-ce42778d08ea
Diffstat (limited to 'code/server/sv_main.c')
-rw-r--r--code/server/sv_main.c4
1 files changed, 2 insertions, 2 deletions
diff --git a/code/server/sv_main.c b/code/server/sv_main.c
index 99a3b81..e0d6f01 100644
--- a/code/server/sv_main.c
+++ b/code/server/sv_main.c
@@ -808,13 +808,13 @@ void SV_Frame( int msec ) {
// 2giga-milliseconds = 23 days, so it won't be too often
if ( svs.time > 0x70000000 ) {
SV_Shutdown( "Restarting server due to time wrapping" );
- Cbuf_AddText( "vstr nextmap\n" );
+ Cbuf_AddText( va( "map %s\n", Cvar_VariableString( "mapname" ) ) );
return;
}
// this can happen considerably earlier when lots of clients play and the map doesn't change
if ( svs.nextSnapshotEntities >= 0x7FFFFFFE - svs.numSnapshotEntities ) {
SV_Shutdown( "Restarting server due to numSnapshotEntities wrapping" );
- Cbuf_AddText( "vstr nextmap\n" );
+ Cbuf_AddText( va( "map %s\n", Cvar_VariableString( "mapname" ) ) );
return;
}