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server: do not send snapshots until client acknowledged gamestate
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ec- committed Jun 18, 2024
1 parent 9fd02e4 commit 909ac2b
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Showing 2 changed files with 2 additions and 2 deletions.
2 changes: 1 addition & 1 deletion code/client/cl_main.c
Original file line number Diff line number Diff line change
Expand Up @@ -2112,7 +2112,7 @@ void CL_NextDownload( void )
Com_Error(ERR_DROP, "Incorrect checksum for file: %s", clc.downloadName);
}

*clc.downloadTempName = *clc.downloadName = 0;
*clc.downloadTempName = *clc.downloadName = '\0';
Cvar_Set("cl_downloadName", "");

// We are looking to start a download here
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2 changes: 1 addition & 1 deletion code/server/sv_snapshot.c
Original file line number Diff line number Diff line change
Expand Up @@ -766,7 +766,7 @@ void SV_SendClientMessages( void )
//if ( *c->downloadName )
// continue; // Client is downloading, don't send snapshots

if ( c->state == CS_CONNECTED )
if ( !c->gamestateAcked )
continue; // waiting usercmd/downloading

// 1. Local clients get snapshots every server frame
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