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* simple mechanism for detecting desync after init
* moving stacks in tactics phase won't affect stack queue (part of #760) * moved all boost headers in server to PCH
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@@ -334,13 +334,14 @@ void CClient::newGame( CConnection *con, StartInfo *si )
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ui32 seed, sum;
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c >> si >> sum >> seed;
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si32 seedPostInit;
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c >> si >> sum >> seed >> seedPostInit;
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tlog0 <<"\tSending/Getting info to/from the server: "<<tmh.getDiff()<<std::endl;
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tlog0 << "\tUsing random seed: "<<seed << std::endl;
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gs = const_cast<CGameInfo*>(CGI)->state;
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gs->scenarioOps = si;
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gs->init(si, sum, seed);
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gs->init(si, sum, seed, seedPostInit);
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tlog0 <<"Initializing GameState (together): "<<tmh.getDiff()<<std::endl;
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if(gs->map)
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