diff --git a/src/playsingle_controller.cpp b/src/playsingle_controller.cpp index 05ea3e7e9329..702ee934cfa7 100644 --- a/src/playsingle_controller.cpp +++ b/src/playsingle_controller.cpp @@ -81,7 +81,6 @@ playsingle_controller::playsingle_controller(const config& level, , turn_data_(replay_sender_, network_reader_) , end_turn_(false) , player_type_changed_(false) - , replaying_(false) , skip_next_turn_(false) , do_autosaves_(false) { @@ -215,25 +214,13 @@ void playsingle_controller::play_scenario_init() { return; } - replaying_ = (recorder.at_end() == false); - assert(!replaying_); + assert(recorder.at_end()); if(!loading_game_ ) { - if(replaying_) - { - //can this codepath be reached ? - //note this when we are entering an mp game and see the 'replay' of the game - //this path is not reached because we receive the replay later - config* pstart = recorder.get_next_action(); - assert(pstart->has_child("start")); - } - else - { - assert(recorder.empty()); - recorder.add_start(); - recorder.get_next_action(); - } + assert(recorder.empty()); + recorder.add_start(); + recorder.get_next_action(); //we can only use a set_scontext_synced with a non empty recorder. set_scontext_synced sync; @@ -484,15 +471,8 @@ possible_end_play_signal playsingle_controller::play_turn() loading_game_ = false; } - if (replaying_) { - LOG_NG << "doing replay " << player_number_ << "\n"; - HANDLE_END_PLAY_SIGNAL ( replaying_ = ::do_replay() == REPLAY_FOUND_END_TURN ); - LOG_NG << "result of replay: " << (replaying_?"true":"false") << "\n"; - } else { - ai_testing::log_turn_start(player_number_); - PROPOGATE_END_PLAY_SIGNAL ( play_side() ); - } - + ai_testing::log_turn_start(player_number_); + PROPOGATE_END_PLAY_SIGNAL ( play_side() ); HANDLE_END_PLAY_SIGNAL(finish_side_turn()); if(non_interactive()) { diff --git a/src/playsingle_controller.hpp b/src/playsingle_controller.hpp index d28843ee254f..15dc17477901 100644 --- a/src/playsingle_controller.hpp +++ b/src/playsingle_controller.hpp @@ -80,7 +80,6 @@ class playsingle_controller : public play_controller turn_info turn_data_; bool end_turn_; bool player_type_changed_; - bool replaying_; bool skip_next_turn_; bool do_autosaves_; void linger();