Refactor send and receive Orders loop
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@@ -42,7 +42,7 @@ namespace OpenRA.Server
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Dedicated = 2
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}
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public class Server
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public sealed class Server
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{
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public readonly string TwoHumansRequiredText = "This server requires at least two human players to start a match.";
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@@ -66,7 +66,7 @@ namespace OpenRA.Server
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readonly TypeDictionary serverTraits = new TypeDictionary();
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readonly PlayerDatabase playerDatabase;
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protected volatile ServerState internalState = ServerState.WaitingPlayers;
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volatile ServerState internalState = ServerState.WaitingPlayers;
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readonly BlockingCollection<IServerEvent> events = new BlockingCollection<IServerEvent>();
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@@ -77,7 +77,7 @@ namespace OpenRA.Server
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public ServerState State
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{
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get => internalState;
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protected set => internalState = value;
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set => internalState = value;
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}
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public static void SyncClientToPlayerReference(Session.Client c, PlayerReference pr)
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@@ -779,7 +779,7 @@ namespace OpenRA.Server
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RecordOrder(frame, data, from);
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}
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public void DispatchOrders(Connection conn, int frame, byte[] data)
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public void ReceiveOrders(Connection conn, int frame, byte[] data)
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{
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if (frame == 0)
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InterpretServerOrders(conn, data);
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@@ -1298,7 +1298,7 @@ namespace OpenRA.Server
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void IServerEvent.Invoke(Server server)
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{
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server.DispatchOrders(connection, frame, data);
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server.ReceiveOrders(connection, frame, data);
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}
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}
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