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Merge #4637
4637: Only record snapshot of the currently active tee r=def- a=heinrich5991 Fixes #4636. <!-- What is the motivation for the changes of this pull request --> ## Checklist - [ ] Tested the change ingame - [ ] Provided screenshots if it is a visual change - [ ] Tested in combination with possibly related configuration options - [ ] Written a unit test if it works standalone, system.c especially - [ ] Considered possible null pointers and out of bounds array indexing - [ ] Changed no physics that affect existing maps - [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional) Co-authored-by: heinrich5991 <heinrich5991@gmail.com>
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@ -2015,6 +2015,8 @@ void CClient::ProcessServerPacket(CNetChunk *pPacket, int Conn, bool Dummy)
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// add new
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m_SnapshotStorage[Conn].Add(GameTick, time_get(), SnapSize, pTmpBuffer3, 1);
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if(!Dummy)
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{
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// for antiping: if the projectile netobjects from the server contains extra data, this is removed and the original content restored before recording demo
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unsigned char aExtraInfoRemoved[CSnapshot::MAX_SIZE];
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mem_copy(aExtraInfoRemoved, pTmpBuffer3, SnapSize);
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@ -2029,6 +2031,7 @@ void CClient::ProcessServerPacket(CNetChunk *pPacket, int Conn, bool Dummy)
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DemoRecorder.RecordSnapshot(GameTick, aExtraInfoRemoved, SnapSize);
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}
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}
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}
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// apply snapshot, cycle pointers
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m_ReceivedSnapshots[Conn]++;
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