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Apparently this caused a crazy chain reaction of NETMSG_SYNCRESPONSE …
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…being

sent everywhere

Revert "always save sync checksums of desynced players in demos (in non-regular fashion)"

This reverts commit f0e28e0.
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ashdnazg committed Jul 10, 2015
1 parent f0e28e0 commit deea21e
Showing 1 changed file with 0 additions and 3 deletions.
3 changes: 0 additions & 3 deletions rts/Net/GameServer.cpp
Expand Up @@ -672,9 +672,6 @@ void CGameServer::CheckSync()
desyncGroups[it->second].push_back(p.id);
else
desyncSpecs[p.id] = it->second;

// broadcast sync response of desynced players, so it can be saved in the demo file
Broadcast((CBaseNetProtocol::Get()).SendSyncResponse(p.id, *f, it->second));
}
else
p.desynced = false;
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