diff --git a/src/game/g_window.pas b/src/game/g_window.pas
index 37d979111dff1a34f01f50f30a3287c77f901493..0649801b4c86fe66fc1fb5e3ec59dd5e59e35e09 100644 (file)
--- a/src/game/g_window.pas
+++ b/src/game/g_window.pas
function SDLMain (): Integer;
procedure ResetTimer ();
-procedure ProcessLoading (forceUpdate: Boolean=false);
+procedure ProcessLoading (forceUpdate: Boolean = False);
var
- gwin_dump_extensions: Boolean = false;
gwin_has_stencil: Boolean = false;
gwin_k8_enable_light_experiments: Boolean = false;
g_dbg_aimline_on: Boolean = false;
prevLoadingUpdateTime: UInt64 = 0;
{$ENDIF}
-procedure ProcessLoading (forceUpdate: Boolean=false);
+procedure ProcessLoading (forceUpdate: Boolean);
{$IFNDEF HEADLESS}
var
stt: UInt64;
e_SoundUpdate();
- if NetMode = NET_SERVER then
- begin
- g_Net_Host_Update();
- end
- else
- begin
- if (NetMode = NET_CLIENT) and (NetState <> NET_STATE_AUTH) then g_Net_Client_UpdateWhileLoading();
- end;
+ // TODO: At the moment, I left here only host network processing, because the client code must
+ // handle network events on its own. Otherwise separate network cases that use different calls to
+ // enet_host_service() WILL lose their packets (for example, resource downloading). So they have
+ // to handle everything by themselves. But in general, this MUST be removed completely, since
+ // updating the window should never affect the network. Use single enet_host_service(), period.
+ if NetMode = NET_SERVER
+ then g_Net_Host_Update();
end;
begin
arg := ParamStr(idx);
Inc(idx);
- if arg = '--opengl-dump-exts' then gwin_dump_extensions := true;
- //if arg = '--twinkletwinkle' then gwin_k8_enable_light_experiments := true;
if arg = '--jah' then g_profile_history_size := 100;
if arg = '--no-particles' then gpart_dbg_enabled := false;
if arg = '--no-los' then gmon_dbg_los_enabled := false;
if (glLegacyNPOT) then e_logWriteln('NPOT texture emulation: enabled')
else e_logWriteln('NPOT texture emulation: disabled');
end;
- gwin_dump_extensions := false;
Init;
Time_Old := sys_GetTicks();