Better Netplay reset and abort handling. Some small other fixes.
git-svn-id: svn://svn.code.sf.net/p/sc2/code/trunk@2571 8092fc87-c524-0410-9efc-e669fe64eaf9
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@@ -1,4 +1,4 @@
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There are three types of negotiations used to synchronised the parties
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There are several types of negotiations used to synchronised the parties
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of a network connection.
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- Continue when we know the other is ready ("Ready")
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@@ -11,7 +11,8 @@ of a network connection.
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This is used to end a state where both parties are modifying
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common data. Both parties have to agree with the data for either
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party to continue.
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- Reset a connection. This is used to abort a game in progress and return
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to the fleet setup menu.
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============================================================================
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@@ -199,6 +200,13 @@ I also check whether it is possible for packets to arrive that
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aren't expected.
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============================================================================
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"Reset" negotiation.
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See src/sc2code/netplay/proto.c
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============================================================================
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Battle ending negotiation.
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@@ -117,9 +117,6 @@ To put in the announcement of Netplay:
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Bugs and todos unrelated to netplay.
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- When you insert a new ship, the cursor moves to the next square,
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but the picture at the right doesn't change.
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- The "Battle!" icon is not positioned correctly.
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- other player being able to choose the next ship after 3 seconds
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of inactivity
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- DoRunAway() shouldn't be handled in ProcessInput()
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