print immediately when network goes out of sync
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04603b87cd
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290a7904a4
1 changed files with 5 additions and 1 deletions
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@ -911,6 +911,7 @@ void NetworkQuitGame()
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static void NetworkExecCommand_Sync(const CNetworkCommandQueue &ncq)
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{
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static bool gameInSync = true;
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Assert((ncq.Type & 0x7F) == MessageSync);
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CNetworkCommandSync nc;
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@ -924,13 +925,16 @@ static void NetworkExecCommand_Sync(const CNetworkCommandQueue &ncq)
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// if it wasn't already, force enable debug output right now. maybe we get lucky ...
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EnableDebugPrint = true;
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EnableUnitDebug = true;
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if ((gameNetCycle % (CYCLES_PER_SECOND * 5)) == 0) {
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if (gameInSync || (gameNetCycle % (CYCLES_PER_SECOND * 5)) == 0) {
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// only print this message circa every 5 seconds...
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SetMessage("%s", _("Network out of sync"));
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gameInSync = false;
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}
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DebugPrint("\nNetwork out of sync %x!=%x! %d!=%d! Cycle %lu\n\n" _C_
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syncSeed _C_ NetworkSyncSeeds[gameNetCycle & 0xFF] _C_
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syncHash _C_ NetworkSyncHashs[gameNetCycle & 0xFF] _C_ GameCycle);
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} else {
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gameInSync = true;
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}
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}
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