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authorBen Longbons <b.r.longbons@gmail.com>2011-06-15 16:07:34 -0700
committerBen Longbons <b.r.longbons@gmail.com>2011-06-16 14:25:15 -0700
commita387dc5d5230af3a9d0d784b946de7fd05a14416 (patch)
tree0daa596cf87131a42c3eb9995d871b12fa12319a /src/game.cpp
parent5e33e0b52940e739f07e9c0955e61fc104c2d936 (diff)
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Remove useless ping packet
The comment in game.cpp about the server waiting for this is a lie. Reviewed-by: Bertram.
Diffstat (limited to 'src/game.cpp')
-rw-r--r--src/game.cpp11
1 files changed, 0 insertions, 11 deletions
diff --git a/src/game.cpp b/src/game.cpp
index 6fda630e..5bbe2d07 100644
--- a/src/game.cpp
+++ b/src/game.cpp
@@ -243,17 +243,6 @@ Game::Game():
// Initialize beings
actorSpriteManager->setPlayer(player_node);
- /*
- * To prevent the server from sending data before the client
- * has initialized, I've modified it to wait for a "ping"
- * from the client to complete its initialization
- *
- * Note: This only affects the latest eAthena version. This
- * packet is handled by the older version, but its response
- * is ignored by the client
- */
- Net::getGameHandler()->ping(tick_time);
-
Joystick::init();
// TODO: The user should be able to choose which one to use
// Open the first device