network.c
changeset 2235 09e4565e5138
parent 2186 461a2aff3486
child 2373 f06403621870
equal deleted inserted replaced
2234:d44294cfea36 2235:09e4565e5138
  1203 	if (!_networking) return;
  1203 	if (!_networking) return;
  1204 
  1204 
  1205 	if (!NetworkReceive()) return;
  1205 	if (!NetworkReceive()) return;
  1206 
  1206 
  1207 	if (_network_server) {
  1207 	if (_network_server) {
       
  1208 		bool send_frame = false;
       
  1209 
  1208 		// We first increase the _frame_counter
  1210 		// We first increase the _frame_counter
  1209 		_frame_counter++;
  1211 		_frame_counter++;
       
  1212 		// Update max-frame-counter
       
  1213 		if (_frame_counter > _frame_counter_max) {
       
  1214 			_frame_counter_max = _frame_counter + _network_frame_freq;
       
  1215 			send_frame = true;
       
  1216 		}
  1210 
  1217 
  1211 		NetworkHandleLocalQueue();
  1218 		NetworkHandleLocalQueue();
  1212 
  1219 
  1213 		// Then we make the frame
  1220 		// Then we make the frame
  1214 		StateGameLoop();
  1221 		StateGameLoop();
  1216 		_sync_seed_1 = _random_seeds[0][0];
  1223 		_sync_seed_1 = _random_seeds[0][0];
  1217 #ifdef NETWORK_SEND_DOUBLE_SEED
  1224 #ifdef NETWORK_SEND_DOUBLE_SEED
  1218 		_sync_seed_2 = _random_seeds[0][1];
  1225 		_sync_seed_2 = _random_seeds[0][1];
  1219 #endif
  1226 #endif
  1220 
  1227 
  1221 		NetworkServer_Tick();
  1228 		NetworkServer_Tick(send_frame);
  1222 	} else {
  1229 	} else {
  1223 		// Client
  1230 		// Client
  1224 
  1231 
  1225 		// Make sure we are at the frame were the server is (quick-frames)
  1232 		// Make sure we are at the frame were the server is (quick-frames)
  1226 		if (_frame_counter_server > _frame_counter) {
  1233 		if (_frame_counter_server > _frame_counter) {