Remove custom network frame counting from ReplayConnection
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@@ -27,7 +27,6 @@ namespace OpenRA.Network
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readonly Queue<Chunk> chunks = new Queue<Chunk>();
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readonly Queue<(int Frame, int SyncHash, ulong DefeatState)> sync = new Queue<(int, int, ulong)>();
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readonly int orderLatency;
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int ordersFrame;
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public readonly int TickCount;
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public readonly int FinalGameTick;
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@@ -91,7 +90,6 @@ namespace OpenRA.Network
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var gameSpeeds = Game.ModData.Manifest.Get<GameSpeeds>();
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var gameSpeedName = LobbyInfo.GlobalSettings.OptionOrDefault("gamespeed", gameSpeeds.DefaultSpeed);
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orderLatency = gameSpeeds.Speeds[gameSpeedName].OrderLatency;
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ordersFrame = orderLatency;
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}
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void IConnection.StartGame() { }
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@@ -103,9 +101,6 @@ namespace OpenRA.Network
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void IConnection.SendSync(int frame, int syncHash, ulong defeatState)
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{
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sync.Enqueue((frame, syncHash, defeatState));
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// Store the current frame so Receive() can return the next chunk of orders.
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ordersFrame = frame + orderLatency;
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}
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void IConnection.Receive(OrderManager orderManager)
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@@ -113,7 +108,7 @@ namespace OpenRA.Network
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while (sync.Count != 0)
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orderManager.ReceiveSync(sync.Dequeue());
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while (chunks.Count != 0 && chunks.Peek().Frame <= ordersFrame)
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while (chunks.Count != 0 && chunks.Peek().Frame <= orderManager.NetFrameNumber + orderLatency)
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{
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foreach (var o in chunks.Dequeue().Packets)
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{
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