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https://github.com/genxium/DelayNoMore
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Minor update.
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09376b827d
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@ -97,7 +97,7 @@ NetworkDoctor.prototype.isTooFast = function(mapIns) {
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if (mapIns.lastIndividuallyConfirmedInputFrameId[k] >= minInputFrameIdFront) continue;
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if (mapIns.lastIndividuallyConfirmedInputFrameId[k] >= minInputFrameIdFront) continue;
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minInputFrameIdFront = mapIns.lastIndividuallyConfirmedInputFrameId[k];
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minInputFrameIdFront = mapIns.lastIndividuallyConfirmedInputFrameId[k];
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}
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}
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if ((selfInputFrameIdFront > minInputFrameIdFront) && ((selfInputFrameIdFront - minInputFrameIdFront) > (mapIns.inputFrameUpsyncDelayTolerance >> 1))) {
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if ((selfInputFrameIdFront > minInputFrameIdFront) && ((selfInputFrameIdFront - minInputFrameIdFront) > (mapIns.inputFrameUpsyncDelayTolerance + 1))) {
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// first comparison condition is to avoid numeric overflow
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// first comparison condition is to avoid numeric overflow
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console.log(`Game logic ticking too fast, selfInputFrameIdFront=${selfInputFrameIdFront}, minInputFrameIdFront=${minInputFrameIdFront}, inputFrameUpsyncDelayTolerance=${mapIns.inputFrameUpsyncDelayTolerance}`);
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console.log(`Game logic ticking too fast, selfInputFrameIdFront=${selfInputFrameIdFront}, minInputFrameIdFront=${minInputFrameIdFront}, inputFrameUpsyncDelayTolerance=${mapIns.inputFrameUpsyncDelayTolerance}`);
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return true;
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return true;
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