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(svn r19808) -Codechange: NetworkCalculateLag returned an uint, so keep it that way
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@ -1641,7 +1641,7 @@ void NetworkServer_Tick(bool send_frame)
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/* Check if the speed of the client is what we can expect from a client */
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if (cs->status == STATUS_ACTIVE) {
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/* 1 lag-point per day */
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int lag = NetworkCalculateLag(cs) / DAY_TICKS;
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uint lag = NetworkCalculateLag(cs) / DAY_TICKS;
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if (lag > 0) {
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if (lag > 3) {
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/* Client did still not report in after 4 game-day, drop him
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@ -1660,13 +1660,13 @@ void NetworkServer_Tick(bool send_frame)
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cs->lag_test = 0;
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}
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} else if (cs->status == STATUS_PRE_ACTIVE) {
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int lag = NetworkCalculateLag(cs);
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uint lag = NetworkCalculateLag(cs);
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if (lag > _settings_client.network.max_join_time) {
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IConsolePrintF(CC_ERROR,"Client #%d is dropped because it took longer than %d ticks for him to join", cs->client_id, _settings_client.network.max_join_time);
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NetworkCloseClient(cs, NETWORK_RECV_STATUS_SERVER_ERROR);
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}
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} else if (cs->status == STATUS_INACTIVE) {
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int lag = NetworkCalculateLag(cs);
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uint lag = NetworkCalculateLag(cs);
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if (lag > 4 * DAY_TICKS) {
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IConsolePrintF(CC_ERROR,"Client #%d is dropped because it took longer than %d ticks to start the joining process", cs->client_id, 4 * DAY_TICKS);
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NetworkCloseClient(cs, NETWORK_RECV_STATUS_SERVER_ERROR);
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@ -1724,7 +1724,7 @@ void NetworkServerShowStatusToConsole()
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NetworkClientSocket *cs;
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FOR_ALL_CLIENT_SOCKETS(cs) {
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int lag = NetworkCalculateLag(cs);
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uint lag = NetworkCalculateLag(cs);
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NetworkClientInfo *ci = cs->GetInfo();
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const char *status;
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