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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
This commit is contained in:
Michał W. Urbańczyk
2012-03-27 20:08:54 +00:00
parent 7b7ddf987a
commit c698181c4c
9 changed files with 49 additions and 35 deletions

View File

@@ -334,13 +334,14 @@ void CClient::newGame( CConnection *con, StartInfo *si )
ui32 seed, sum;
c >> si >> sum >> seed;
si32 seedPostInit;
c >> si >> sum >> seed >> seedPostInit;
tlog0 <<"\tSending/Getting info to/from the server: "<<tmh.getDiff()<<std::endl;
tlog0 << "\tUsing random seed: "<<seed << std::endl;
gs = const_cast<CGameInfo*>(CGI)->state;
gs->scenarioOps = si;
gs->init(si, sum, seed);
gs->init(si, sum, seed, seedPostInit);
tlog0 <<"Initializing GameState (together): "<<tmh.getDiff()<<std::endl;
if(gs->map)