Protocol: add defeat state bitfields to Sync packets
Signed-off-by: Paul Chote <pchote@users.noreply.github.com>
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@@ -192,9 +192,16 @@ namespace OpenRA.Network
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UnitOrders.ProcessOrder(this, World, order.Client, order.Order);
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if (NetFrameNumber + FramesAhead >= GameSaveLastSyncFrame)
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Connection.SendSync(NetFrameNumber, OrderIO.SerializeSync(World.SyncHash()));
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{
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var defeatState = 0UL;
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for (var i = 0; i < World.Players.Length; i++)
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if (World.Players[i].WinState == WinState.Lost)
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defeatState |= 1UL << i;
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Connection.SendSync(NetFrameNumber, OrderIO.SerializeSync(World.SyncHash(), defeatState));
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}
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else
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Connection.SendSync(NetFrameNumber, OrderIO.SerializeSync(0));
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Connection.SendSync(NetFrameNumber, OrderIO.SerializeSync(0, 0));
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if (generateSyncReport)
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using (new PerfSample("sync_report"))
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