Do not hang when there's a reset during the game due to sync loss.
git-svn-id: svn://svn.code.sf.net/p/sc2/code/trunk@2574 8092fc87-c524-0410-9efc-e669fe64eaf9
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@@ -285,10 +285,12 @@ DoBattle (BATTLE_STATE *bs)
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&& (battleFrameCount - delay) % NETPLAY_CHECKSUM_INTERVAL == 0)
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{
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if (!(GLOBAL (CurrentActivity) & CHECK_ABORT))
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{
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if (!verifyChecksums (battleFrameCount - delay)) {
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GLOBAL(CurrentActivity) |= CHECK_ABORT;
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resetConnections(ResetReason_syncLoss);
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resetConnections (ResetReason_syncLoss);
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}
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}
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}
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}
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#endif
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@@ -267,7 +267,7 @@ networkBattleInput(COUNT player, STARSHIPPTR StarShipPtr) {
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for (;;) {
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bool ok;
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#if 0
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// This is a useful debugging trick. By enabling this #if
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// block, this side will always lag the maximum number of frames
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@@ -300,6 +300,9 @@ networkBattleInput(COUNT player, STARSHIPPTR StarShipPtr) {
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GLOBAL(CurrentActivity) |= CHECK_ABORT;
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return (BATTLE_INPUT_STATE) 0;
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}
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if (GLOBAL(CurrentActivity) & CHECK_ABORT)
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return (BATTLE_INPUT_STATE) 0;
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#if 0
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log_add(log_Warning, "NETPLAY: [%d] stalling for "
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