Fix concurrent game over.
git-svn-id: svn://svn.code.sf.net/p/sc2/code/trunk@2579 8092fc87-c524-0410-9efc-e669fe64eaf9
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@@ -11,9 +11,6 @@ Medium-priority:
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- decent pause handling
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- decent pause handling
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- make compilation of crc.c and checksum.c conditional.
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- make compilation of crc.c and checksum.c conditional.
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- negotiate checksum interval
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- negotiate checksum interval
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- disconnect during battle will trigger the setup disconnect notification.
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- Assertion 'NetState_battleActive(NetConnection_getState(conn))' in
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Netplay_sendChecksum triggered. See #sc2 channel log.
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- Closing and destroying of NetConnections is a terrible mess.
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- Closing and destroying of NetConnections is a terrible mess.
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@@ -47,6 +44,8 @@ Low-priority:
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- maximum number of ships per side
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- maximum number of ships per side
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- maximum ship cost per side
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- maximum ship cost per side
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- ship properties
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- ship properties
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- Checks allConnected() shouldn't be needed if CHECK_ABORT is set
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on disconnect.
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Future improvements/optimisations:
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Future improvements/optimisations:
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@@ -124,7 +124,8 @@ readyForBattleEndPlayer (NetConnection *conn, void *arg)
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BattleStateData *battleStateData;
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BattleStateData *battleStateData;
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battleStateData = (BattleStateData *) NetConnection_getStateData(conn);
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battleStateData = (BattleStateData *) NetConnection_getStateData(conn);
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if (NetConnection_getState (conn) == NetState_interBattle)
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if (NetConnection_getState (conn) == NetState_interBattle ||
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NetConnection_getState (conn) == NetState_endMelee)
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{
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{
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// This connection is already ready. The entire synchronisation
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// This connection is already ready. The entire synchronisation
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// protocol has already been done for this connection.
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// protocol has already been done for this connection.
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