From 879c6ea4d89f58d756d456ea912bf510262e06d8 Mon Sep 17 00:00:00 2001 From: Cyp Date: Sat, 26 Feb 2011 19:01:10 +0100 Subject: [PATCH] Don't syncDebug isHumanPlayer. Caused desynch dumps when players leave. Fixes ticket:2501. --- src/loop.cpp | 5 ++++- 1 file changed, 4 insertions(+), 1 deletion(-) diff --git a/src/loop.cpp b/src/loop.cpp index 6c785b2e7..72fe06337 100644 --- a/src/loop.cpp +++ b/src/loop.cpp @@ -158,7 +158,10 @@ GAMECODE gameLoop(void) if (gameTicked) { - syncDebug("map = \"%s\", humanPlayers = %d %d %d %d %d %d %d %d", game.map, isHumanPlayer(0), isHumanPlayer(1), isHumanPlayer(2), isHumanPlayer(3), isHumanPlayer(4), isHumanPlayer(5), isHumanPlayer(6), isHumanPlayer(7)); + // Can't dump isHumanPlayer, since it causes spurious desynch dumps when players leave. + // TODO isHumanPlayer should probably be synchronised, since the game state seems to depend on it, so there might also be a risk of real desynchs when players leave. + //syncDebug("map = \"%s\", humanPlayers = %d %d %d %d %d %d %d %d", game.map, isHumanPlayer(0), isHumanPlayer(1), isHumanPlayer(2), isHumanPlayer(3), isHumanPlayer(4), isHumanPlayer(5), isHumanPlayer(6), isHumanPlayer(7)); + syncDebug("map = \"%s\"", game.map); // Actually send pending droid orders. sendQueuedDroidInfo();