diff --git a/src/server/game.cpp b/src/server/game.cpp index 343f3310db98..d04beba32f63 100644 --- a/src/server/game.cpp +++ b/src/server/game.cpp @@ -989,6 +989,7 @@ void game::require_random(const simple_wml::document &data, const player_map::it { // note, that during end turn events, it's side=1 for the server but side= side_count() on the clients. + // OUTDATED INFO: // Currently the clients make sure that one "require random seed" is sended to the server per synced context. // This is ensured becasue only the currently active player sends the "require random seed" the drawback is, // that in the situation that another client was faster, he has to wait for the current player to get @@ -1006,7 +1007,7 @@ void game::require_random(const simple_wml::document &data, const player_map::it int context_id = (*require_random)["request_id"].to_int(); if(context_id <= last_synced_context_id_) { - // We gave already a randpm seed for this synced context. + // We gave already a random seed for this synced context. return; } LOG_GAME << "answering seed request " << context_id << " by player " << user->second.name() << "(" << user->first << ")" << std::endl;