Fix replays continuing after desync
This commit is contained in:
committed by
Matthias Mailänder
parent
20a16ad5f8
commit
78677fd8ab
@@ -57,7 +57,9 @@ namespace OpenRA.Network
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bool generateSyncReport = false;
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int sentOrdersFrame = 0;
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float tickScale = 1f;
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bool outOfSync = false;
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/// <Remarks> Should only be set in <see cref="OutOfSync"/></Remarks>
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public bool IsOutOfSync { get; private set; } = false;
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public struct ClientOrder
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{
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@@ -72,12 +74,12 @@ namespace OpenRA.Network
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void OutOfSync(int frame)
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{
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if (outOfSync)
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if (IsOutOfSync)
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return;
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syncReport.DumpSyncReport(frame);
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World.OutOfSync();
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outOfSync = true;
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IsOutOfSync = true;
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TextNotificationsManager.AddSystemLine($"Out of sync in frame {frame}.\nCompare syncreport.log with other players.");
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}
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