Fix replays for network games. Fixes #4866.
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@@ -25,7 +25,7 @@ namespace OpenRA.Network
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Queue<Chunk> chunks = new Queue<Chunk>();
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Queue<Chunk> chunks = new Queue<Chunk>();
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List<byte[]> sync = new List<byte[]>();
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List<byte[]> sync = new List<byte[]>();
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int ordersFrame = 1;
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int ordersFrame;
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public int LocalClientId { get { return 0; } }
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public int LocalClientId { get { return 0; } }
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public ConnectionState ConnectionState { get { return ConnectionState.Connected; } }
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public ConnectionState ConnectionState { get { return ConnectionState.Connected; } }
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@@ -76,6 +76,8 @@ namespace OpenRA.Network
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}
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}
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}
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}
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}
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}
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ordersFrame = LobbyInfo.GlobalSettings.OrderLatency;
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}
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}
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// Do nothing: ignore locally generated orders
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// Do nothing: ignore locally generated orders
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@@ -90,7 +92,7 @@ namespace OpenRA.Network
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sync.Add(ms.ToArray());
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sync.Add(ms.ToArray());
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// Store the current frame so Receive() can return the next chunk of orders.
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// Store the current frame so Receive() can return the next chunk of orders.
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ordersFrame = frame + 1;
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ordersFrame = frame + LobbyInfo.GlobalSettings.OrderLatency;
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}
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}
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public void Receive(Action<int, byte[]> packetFn)
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public void Receive(Action<int, byte[]> packetFn)
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