fix sync-checking in replays
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@@ -29,10 +29,23 @@ namespace OpenRA.Network
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// do nothing; ignore locally generated orders
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public void Send( int frame, List<byte[]> orders ) { }
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public void SendImmediate( List<byte[]> orders ) { }
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public void SendSync( int frame, byte[] syncData ) { }
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public void SendSync( int frame, byte[] syncData )
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{
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var ms = new MemoryStream();
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ms.Write( BitConverter.GetBytes( frame ) );
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ms.Write( syncData );
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sync.Add( ms.ToArray() );
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}
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List<byte[]> sync = new List<byte[]>();
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public void Receive( Action<int, byte[]> packetFn )
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{
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while( sync.Count != 0 )
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{
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packetFn( LocalClientId, sync[ 0 ] );
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sync.RemoveAt( 0 );
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}
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if( replayStream == null ) return;
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var reader = new BinaryReader( replayStream );
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@@ -41,6 +41,7 @@ namespace OpenRA
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public void Draw( WorldRenderer wr, World world )
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{
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if( world.LocalPlayer == null ) return;
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if (world.LocalPlayer.PlayerActor.Trait<DeveloperMode>().UnitInfluenceDebug)
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{
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var uim = world.WorldActor.Trait<UnitInfluence>();
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