Improved client missing packet counter for missing movement commands
With the connection strength column that recently got added in 0a7388a61849, there's some improvements that need to be done. Particularly with how the server handles "missing" movement (CLC_CLIENTMOVE
) commands:
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This is now only done while in a level. Checking for movement commands is irrelevant on the intermission screen.
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When the client joins from spectators or when a new level is loaded, the server now waits until it's received at least one movement command from them. This is because it doesn't receive the commands from the client right away when they join the game, depending on their ping. After receiving one, any missing movement commands after that will be treated as a missing packet.
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If the client's lagging status is enabled, their connection strength is always set to lowest.