basic Sync checking. No protocol stuff yet; just checks that input events are well-behaved.
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@@ -10,18 +10,18 @@ namespace OpenRa.Game.Traits
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// depends on the order of pips in WorldRenderer.cs!
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enum PipType { Transparent, Green, Yellow, Red, Gray };
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enum TagType { None, Fake, Primary };
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interface ITick { void Tick(Actor self); }
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interface IRender { IEnumerable<Renderable> Render(Actor self); }
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interface IIssueOrder { Order IssueOrder( Actor self, int2 xy, MouseInput mi, Actor underCursor ); }
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interface IResolveOrder { void ResolveOrder( Actor self, Order order ); }
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interface INotifySold { void Sold(Actor self); }
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interface INotifyDamage { void Damaged(Actor self, AttackInfo e); }
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interface INotifyBuildComplete { void BuildingComplete (Actor self); }
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interface INotifyProduction { void UnitProduced(Actor self, Actor other); }
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interface IAcceptThief { void OnSteal(Actor self, Actor thief); }
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interface IIssueOrder { Order IssueOrder(Actor self, int2 xy, MouseInput mi, Actor underCursor); }
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interface IResolveOrder { void ResolveOrder(Actor self, Order order); }
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interface IProducer
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{
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bool Produce( Actor self, UnitInfo producee );
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