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(svn r261) -Workaround: unplayeable network-game on busy maps because of wrong setup of _current_player. This is only a workaround that can cause desyncs too but not that often
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parent
eaeca76e5a
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9dcf10eb6c
13
misc.c
13
misc.c
@ -15,9 +15,14 @@ static INLINE uint32 ROR(uint32 x, int n)
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return (x >> n) + (x << ((sizeof(x)*8)-n));
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}
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/* Fuck bitch code, most probably one of the loops (tileloop, vehicleloop, etc.)
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* doesn't set up/reset _current_player so the normal random below fails #$%@$#!
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* The old code below is prune to desyncs because randoms interfere.
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* SO FIND THE OFFENDING LOOP AND FIX IT ONCE AND FOR ALL */
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#undef NORMAL_RANDOM // unuseable game, desyncs way too fast
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uint32 Random()
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{
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#ifdef NORMAL_RANDOM
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if (_current_player>=MAX_PLAYERS) {
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uint32 s = _random_seeds[0][0];
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uint32 t = _random_seeds[0][1];
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@ -29,6 +34,12 @@ uint32 Random()
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_player_seeds[_current_player][0] = s + ROR(t ^ 0x1234567F, 7);
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return _player_seeds[_current_player][1] = ROR(s, 3);
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}
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#else
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uint32 s = _random_seeds[0][0];
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uint32 t = _random_seeds[0][1];
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_random_seeds[0][0] = s + ROR(t ^ 0x1234567F, 7);
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return _random_seeds[0][1] = ROR(s, 3);
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#endif
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}
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uint RandomRange(uint max)
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@ -353,7 +353,7 @@ static int GetNextSyncFrame()
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{
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uint32 newframe;
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if (_frame_fsync_last == 0) return -5;
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newframe = (_frame_fsync_last + 16);
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newframe = (_frame_fsync_last + 10); // do not use a multiple of 4 since that screws up sync-packets
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if ( (newframe + 4) > _frame_counter_max) return -5;
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return (_frame_counter_max - newframe);
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