Debugging trick, comment.
git-svn-id: svn://svn.code.sf.net/p/sc2/code/trunk@2479 8092fc87-c524-0410-9efc-e669fe64eaf9
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@@ -239,9 +239,24 @@ networkBattleInput(COUNT player, STARSHIPPTR StarShipPtr) {
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BATTLE_INPUT_STATE result;
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BATTLE_INPUT_STATE result;
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for (;;) {
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for (;;) {
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bool ok = BattleInputBuffer_pop(bib, &result);
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bool ok;
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// Get the input from the front of the
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// buffer.
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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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// behind the other side. When the remote side stops on some event
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// (a breakpoint or so), this side will stop too, waiting for input
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// in the loop below, but it won't have processed the frame that
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// triggered the event yet. If you then jump over this 'if'
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// statement here, you can walk through the decisive frames
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// manually. Works best with no input delay.
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if (bib->size <= getBattleInputDelay() + 1) {
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ok = false;
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} else
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#endif
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ok = BattleInputBuffer_pop(bib, &result);
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// Get the input from the front of the
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// buffer.
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if (ok)
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if (ok)
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break;
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break;
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