If a state from the server is received in the future (which can happen

if the server is forced to a rewind), make sure to still replay
the state.
This commit is contained in:
hiker 2017-06-07 22:09:22 +10:00
parent 0cc3a2d63f
commit f772c090ec

View File

@ -295,7 +295,8 @@ void RewindQueue::mergeNetworkData(float world_time, float dt,
// Check if a rewind is necessary
if (tsi->getTime() < world_time)
if (tsi->getTime() < world_time ||
(*i)->isState() && tsi == m_time_step_info.back())
{
*needs_rewind = true;
if (tsi->getTime() < *rewind_time) *rewind_time = tsi->getTime();