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Fix #10256: Desync because of client advancing ahead of server ticks during map change (#10257)

This commit is contained in:
ζeh Matt
2019-11-17 23:26:32 +01:00
committed by Michael Steenbeek
parent 5606b4895b
commit 7744fc71e4
3 changed files with 8 additions and 1 deletions

View File

@@ -245,6 +245,12 @@ void GameState::UpdateLogic()
}
else if (network_get_mode() == NETWORK_MODE_CLIENT)
{
// Don't run past the server, this condition can happen during map changes.
if (network_get_server_tick() == gCurrentTicks)
{
return;
}
// Check desync.
bool desynced = network_check_desynchronisation();
if (desynced)