It turns out that I don't need these functions. The way Confirm negotiation
and the Update protocol interact, we can guarantee that the local state and the confirmed state of the teams are the same when Confirm negotiation is complete, without added checks! Quite beautiful, actually. git-svn-id: svn://svn.code.sf.net/p/sc2/code/trunk@3525 8092fc87-c524-0410-9efc-e669fe64eaf9
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@@ -170,6 +170,7 @@ MeleeTeam_copy (MeleeTeam *copy, const MeleeTeam *original)
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*copy = *original;
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}
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#if 0
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bool
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MeleeTeam_isEqual (const MeleeTeam *team1, const MeleeTeam *team2)
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{
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@@ -191,6 +192,7 @@ MeleeTeam_isEqual (const MeleeTeam *team1, const MeleeTeam *team2)
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return true;
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}
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#endif
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///////////////////////////////////////////////////////////////////////////
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@@ -341,6 +343,7 @@ MeleeSetup_setConfirmedTeamName (MeleeSetup *setup, size_t teamNr,
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return true;
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}
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#if 0
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bool
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MeleeSetup_isTeamConfirmed (MeleeSetup *setup, size_t teamNr)
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{
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@@ -349,6 +352,7 @@ MeleeSetup_isTeamConfirmed (MeleeSetup *setup, size_t teamNr)
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return MeleeTeam_isEqual (localTeam, confirmedTeam);
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}
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#endif
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#endif /* NETPLAY */
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@@ -98,7 +98,9 @@ const MeleeShip *MeleeTeam_getFleet (const MeleeTeam *team);
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const char *MeleeTeam_getTeamName (const MeleeTeam *team);
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void MeleeTeam_setName (MeleeTeam *team, const UNICODE *name);
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void MeleeTeam_copy (MeleeTeam *copy, const MeleeTeam *original);
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#if 0
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bool MeleeTeam_isEqual (const MeleeTeam *team1, const MeleeTeam *team2);
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#endif
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#ifdef NETPLAY
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MeleeShip MeleeSetup_getConfirmedShip (const MeleeSetup *setup, size_t teamNr,
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@@ -109,7 +111,9 @@ bool MeleeSetup_setConfirmedShip (MeleeSetup *setup, size_t teamNr,
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FleetShipIndex slotNr, MeleeShip ship);
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bool MeleeSetup_setConfirmedTeamName (MeleeSetup *setup, size_t teamNr,
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const UNICODE *name);
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#if 0
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bool MeleeSetup_isTeamConfirmed (MeleeSetup *setup, size_t teamNr);
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#endif
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#endif /* NETPLAY */
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MeleeSetup *MeleeSetup_new (void);
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