From 4f7dab6f67e2b2a86d79d1df6d6f168070873ace Mon Sep 17 00:00:00 2001 From: Matt Date: Wed, 21 Aug 2019 00:19:52 +0200 Subject: [PATCH] Fix desync because of incorrect tick data --- src/openrct2/network/Network.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/src/openrct2/network/Network.cpp b/src/openrct2/network/Network.cpp index 2fdc5982fd..69f1e32cba 100644 --- a/src/openrct2/network/Network.cpp +++ b/src/openrct2/network/Network.cpp @@ -2714,6 +2714,8 @@ void Network::Client_Handle_MAP([[maybe_unused]] NetworkConnection& connection, // Start of a new map load, clear the queue now as we have to buffer them // until the map is fully loaded. GameActions::ClearQueue(); + _serverTickData.clear(); + _clientMapLoaded = false; } if (size > chunk_buffer.size()) { @@ -2761,9 +2763,7 @@ void Network::Client_Handle_MAP([[maybe_unused]] NetworkConnection& connection, if (LoadMap(&ms)) { game_load_init(); - _serverTickData.clear(); _serverState.tick = gCurrentTicks; - _serverTickData.clear(); // window_network_status_open("Loaded new map from network"); _serverState.state = NETWORK_SERVER_STATE_OK; _clientMapLoaded = true;