- DockingPort syncing fix: server waits until the port is locked before sending hull/gap IDs, clients can't lock the port until the server tells them to
- fixed crew commands being disabled in single player instead of multiplayer - server-side ID error logging fix
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@@ -703,10 +703,10 @@ namespace Barotrauma.Networking
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#if DEBUG
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//client thinks they've received a msg we haven't sent yet (corrupted packet, msg read/written incorrectly?)
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if (NetIdUtils.IdMoreRecent(lastRecvChatMsgID, c.lastChatMsgQueueID))
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DebugConsole.ThrowError("client.lastRecvChatMsgID > lastChatMsgQueueID (" + c.lastRecvChatMsgID + " > " + c.lastChatMsgQueueID + ")");
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DebugConsole.ThrowError("client.lastRecvChatMsgID > lastChatMsgQueueID (" + lastRecvChatMsgID + " > " + c.lastChatMsgQueueID + ")");
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if (lastRecvEntityEventID > lastEntityEventID)
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DebugConsole.ThrowError("client.lastRecvEntityEventID > lastEntityEventID (" + c.lastRecvEntityEventID + " > " + lastEntityEventID + ")");
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DebugConsole.ThrowError("client.lastRecvEntityEventID > lastEntityEventID (" + lastRecvEntityEventID + " > " + lastEntityEventID + ")");
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#endif
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if (NetIdUtils.IdMoreRecent(lastRecvChatMsgID, c.lastRecvChatMsgID)) c.lastRecvChatMsgID = lastRecvChatMsgID;
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