Fix replays for network games. Fixes #4866.

This commit is contained in:
Paul Chote
2014-03-18 20:37:10 +13:00
parent d6673d9ae8
commit 538a25ae6c

View File

@@ -25,7 +25,7 @@ namespace OpenRA.Network
Queue<Chunk> chunks = new Queue<Chunk>(); Queue<Chunk> chunks = new Queue<Chunk>();
List<byte[]> sync = new List<byte[]>(); List<byte[]> sync = new List<byte[]>();
int ordersFrame = 1; int ordersFrame;
public int LocalClientId { get { return 0; } } public int LocalClientId { get { return 0; } }
public ConnectionState ConnectionState { get { return ConnectionState.Connected; } } public ConnectionState ConnectionState { get { return ConnectionState.Connected; } }
@@ -76,6 +76,8 @@ namespace OpenRA.Network
} }
} }
} }
ordersFrame = LobbyInfo.GlobalSettings.OrderLatency;
} }
// Do nothing: ignore locally generated orders // Do nothing: ignore locally generated orders
@@ -90,7 +92,7 @@ namespace OpenRA.Network
sync.Add(ms.ToArray()); sync.Add(ms.ToArray());
// Store the current frame so Receive() can return the next chunk of orders. // Store the current frame so Receive() can return the next chunk of orders.
ordersFrame = frame + 1; ordersFrame = frame + LobbyInfo.GlobalSettings.OrderLatency;
} }
public void Receive(Action<int, byte[]> packetFn) public void Receive(Action<int, byte[]> packetFn)