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Don't syncDebug isHumanPlayer.

Caused desynch dumps when players leave.

Fixes ticket:2501.
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1 parent 7f55f5a commit 879c6ea4d89f58d756d456ea912bf510262e06d8 @Cyp Cyp committed Feb 26, 2011
Showing with 4 additions and 1 deletion.
  1. +4 −1 src/loop.cpp
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5 src/loop.cpp
@@ -158,7 +158,10 @@ GAMECODE gameLoop(void)
if (gameTicked)
{
- syncDebug("map = \"%s\", humanPlayers = %d %d %d %d %d %d %d %d", game.map, isHumanPlayer(0), isHumanPlayer(1), isHumanPlayer(2), isHumanPlayer(3), isHumanPlayer(4), isHumanPlayer(5), isHumanPlayer(6), isHumanPlayer(7));
+ // Can't dump isHumanPlayer, since it causes spurious desynch dumps when players leave.
+ // TODO isHumanPlayer should probably be synchronised, since the game state seems to depend on it, so there might also be a risk of real desynchs when players leave.
+ //syncDebug("map = \"%s\", humanPlayers = %d %d %d %d %d %d %d %d", game.map, isHumanPlayer(0), isHumanPlayer(1), isHumanPlayer(2), isHumanPlayer(3), isHumanPlayer(4), isHumanPlayer(5), isHumanPlayer(6), isHumanPlayer(7));
+ syncDebug("map = \"%s\"", game.map);
// Actually send pending droid orders.
sendQueuedDroidInfo();

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