implementing consistent order order (ugh) (#70)
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@@ -36,15 +36,14 @@ namespace OpenRa.Game
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if( savingReplay != null )
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if( savingReplay != null )
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savingReplay.Write( frameNumber );
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savingReplay.Write( frameNumber );
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foreach( var p in players )
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var allOrders = players.SelectMany(p => p.OrdersForFrame(frameNumber)).OrderBy(o => o.Player.Palette);
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foreach (var order in allOrders)
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{
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{
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foreach( var order in p.OrdersForFrame( frameNumber ) )
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UnitOrders.ProcessOrder(order);
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{
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if (savingReplay != null)
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UnitOrders.ProcessOrder( order );
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savingReplay.Write(order.Serialize());
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if( savingReplay != null )
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savingReplay.Write( order.Serialize() );
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}
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}
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}
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++frameNumber;
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++frameNumber;
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// sanity check on the framenumber. This is 2^31 frames maximum, or multiple *years* at 40ms/frame.
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// sanity check on the framenumber. This is 2^31 frames maximum, or multiple *years* at 40ms/frame.
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if( ( frameNumber & 0x80000000 ) != 0 )
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if( ( frameNumber & 0x80000000 ) != 0 )
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