diff --git a/src/game.cpp b/src/game.cpp index 6bddfe905..24ecc99d2 100644 --- a/src/game.cpp +++ b/src/game.cpp @@ -2181,7 +2181,10 @@ bool Game::connectToServer(const std::string &playername, input->clear(); FpsControl fps_control = { 0 }; - f32 dtime; // in seconds + f32 dtime; + f32 wait_time = 0; // in seconds + + fps_control.last_time = device->getTimer()->getTime(); while (device->run()) { @@ -2213,6 +2216,13 @@ bool Game::connectToServer(const std::string &playername, break; } + wait_time += dtime; + if (wait_time > 10) { + *error_message = "Connection timed out."; + errorstream << *error_message << std::endl; + break; + } + // Update status showOverlayMessage(wgettext("Connecting to server..."), dtime, 20); } @@ -2232,6 +2242,8 @@ bool Game::getServerContent(bool *aborted) FpsControl fps_control = { 0 }; f32 dtime; // in seconds + fps_control.last_time = device->getTimer()->getTime(); + while (device->run()) { limitFps(&fps_control, &dtime); @@ -4137,7 +4149,6 @@ inline void Game::limitFps(FpsControl *fps_timings, f32 *dtime) // not using getRealTime is necessary for wine device->getTimer()->tick(); // Maker sure device time is up-to-date u32 time = device->getTimer()->getTime(); - u32 last_time = fps_timings->last_time; if (time > last_time) // Make sure time hasn't overflowed