Don't syncDebug isHumanPlayer.
Caused desynch dumps when players leave. Fixes ticket:2501.master
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7f55f5a048
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879c6ea4d8
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@ -158,7 +158,10 @@ GAMECODE gameLoop(void)
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if (gameTicked)
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{
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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));
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// Can't dump isHumanPlayer, since it causes spurious desynch dumps when players leave.
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// 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.
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//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));
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syncDebug("map = \"%s\"", game.map);
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// Actually send pending droid orders.
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sendQueuedDroidInfo();
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