[Freeciv-Dev] Re: (PR#13645) Timer drift
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<URL: http://bugs.freeciv.org/Ticket/Display.html?id=13645 >
Christian Knoke wrote:
> <URL: http://bugs.freeciv.org/Ticket/Display.html?id=13645 >
>
>
> S2 CVS 11 AUG 2005 GTK2 client vs. 2.0.4 Server
>
> In an online game, I often notice a timer drift, so that the next turn
> starts before the timer is zero.
>
> For example, when I use the CMA and change status of 12 cities at once, I
> see the timer stop for several seconds (ADSL connection) and then continue,
> without skipping the missed seconds.
>
> As a consequence, the client blocks earlier than expected, keeping me from
> setting my cities and moving my units right.
>
> Regrettably the client is usually unresponsive for several seconds at new
> turn, even in a small game and with good connection.
>
> Also, when the new turn starts, before I expect it (timer is still greater
> zero), I do not notice this from display, and click on 'turn done'. This is
> not reset by the server for the beginning turn, so my turn labels as
> 'finished' for the whole next turn.
This is a client bug. It is fixed for 2.1 but I don't plan to fix it in
2.0. To avoid it, don't use the CMA in timed games.
For about a year I think I was the only one who noticed this horrible
bug ;-).
-jason
- [Freeciv-Dev] Re: (PR#13645) Timer drift,
Jason Short <=
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