Don't syncDebug isHumanPlayer.

Caused desynch dumps when players leave.

Fixes ticket:2501.
master
Cyp 2011-02-26 19:01:10 +01:00
parent 7f55f5a048
commit 879c6ea4d8
1 changed files with 4 additions and 1 deletions

View File

@ -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();