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Multiplayer desync stuff

This commit is contained in:
zsilencer
2016-07-31 02:57:31 -06:00
committed by Michał Janiszewski
parent 062ab25f95
commit 5d04e5e03e
12 changed files with 24 additions and 34 deletions

View File

@@ -1520,9 +1520,6 @@ void Network::Server_Client_Joined(const char* name, const std::string &keyhash,
format_string(text, STR_MULTIPLAYER_PLAYER_HAS_JOINED_THE_GAME, &player_name);
chat_history_add(text);
Server_Send_MAP(&connection);
// This is needed to synchronise calls to reset sprite order across clients,
// otherwise connected clients will fall out of sync in simulation.
game_do_command(0, GAME_COMMAND_FLAG_APPLY, 0, 0, GAME_COMMAND_RESET_SPRITES, 0, 0);
gNetwork.Server_Send_EVENT_PLAYER_JOINED(player_name);
Server_Send_GROUPLIST(connection);
Server_Send_PLAYERLIST();