Removed duplicate code that caused timer to be refreshed an additional
time if time runs out. The usual refreshing in
playmp_controller::after_human_turn is already called in this case as
well (after turn ends). The duplicate code gave the bonuses before the
turn ended, and after that the turn was ended (giving turn bonus again)
only if there was no random seed incoming from the server.
This commit is contained in:
Duthlet 2014-03-22 15:21:17 +01:00
parent 574a9a6416
commit 3496ac8f6e
3 changed files with 6 additions and 8 deletions

View file

@ -1,6 +1,8 @@
Version 1.11.12:
Version 1.11.12+dev:
* Language and i18n:
* Updated translations:
* Miscellaneous and bug fixes:
* Fix bug #21759: "timer refreshed too often when time runs out"
Version 1.11.12:
* AI:

View file

@ -972,6 +972,9 @@
name = "Doug Rosvick (dlr365)"
wikiuser = "dlr365"
[/entry]
[entry]
name = "Duthlet"
[/entry]
[entry]
name = "Elvish_Hunter"
[/entry]

View file

@ -241,13 +241,6 @@ void playmp_controller::play_human_turn(){
// because remote players only notice network disconnection
// Current solution end remaining turns automatically
current_team().set_countdown_time(10);
} else {
const int maxtime = gamestate_.mp_settings().mp_countdown_reservoir_time;
int secs = gamestate_.mp_settings().mp_countdown_turn_bonus;
secs += action_increment * current_team().action_bonus_count();
current_team().set_action_bonus_count(0);
secs = (secs > maxtime) ? maxtime : secs;
current_team().set_countdown_time(1000 * secs);
}
turn_data_->send_data();