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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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@@ -21,9 +21,6 @@
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#include "../lib/VCMIDirs.h"
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#include "../client/CSoundBase.h"
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#include "CGameHandler.h"
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#include <boost/random/mersenne_twister.hpp>
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#include <boost/random/variate_generator.hpp>
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#include <boost/random/poisson_distribution.hpp>
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#include "../lib/CCreatureSet.h"
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#include "../lib/CThreadHelper.h"
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#include "../lib/GameConstants.h"
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@@ -43,6 +40,7 @@
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#ifndef _MSC_VER
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#include <boost/thread/xtime.hpp>
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#endif
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#include <boost/random/linear_congruential.hpp>
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extern bool end2;
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#ifdef min
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#undef min
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@@ -60,9 +58,6 @@ extern bool end2;
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CondSh<bool> battleMadeAction;
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CondSh<BattleResult *> battleResult(NULL);
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std::ptrdiff_t randomizer (ptrdiff_t i) {return rand() % i;}
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std::ptrdiff_t (*p_myrandom)(std::ptrdiff_t) = randomizer;
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template <typename T> class CApplyOnGH;
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class CBaseForGHApply
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@@ -799,6 +794,7 @@ int CGameHandler::moveStack(int stack, BattleHex dest)
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CGameHandler::CGameHandler(void)
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{
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seedInitial = seedPostInit = -1;
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QID = 1;
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//gs = NULL;
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IObjectInterface::cb = this;
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@@ -815,11 +811,16 @@ CGameHandler::~CGameHandler(void)
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delete gs;
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}
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void CGameHandler::init(StartInfo *si, int Seed)
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void CGameHandler::init(StartInfo *si)
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{
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extern DLL_LINKAGE boost::rand48 ran;
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if(seedInitial < 0)
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seedInitial = std::time(NULL);
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gs = new CGameState();
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tlog0 << "Gamestate created!" << std::endl;
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gs->init(si, 0, Seed);
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gs->init(si, 0, seedInitial);
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seedPostInit = ran();
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tlog0 << "Gamestate initialized!" << std::endl;
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for(std::map<ui8,PlayerState>::iterator i = gs->players.begin(); i != gs->players.end(); i++)
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@@ -1207,7 +1208,7 @@ void CGameHandler::run(bool resume)
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if(!resume)
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{
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ui32 sum = gs->map ? gs->map->checksum : 612;
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(*cc) << gs->initialOpts << sum << gs->seed; // gs->scenarioOps
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(*cc) << gs->initialOpts << sum << gs->seed << seedPostInit; // gs->scenarioOps
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}
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(*cc) >> quantity; //how many players will be handled at that client
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@@ -5619,7 +5620,7 @@ void CGameHandler::spawnWanderingMonsters(int creatureID)
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std::vector<int3> tiles;
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getFreeTiles(tiles);
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ui32 amount = tiles.size() / 200; //Chance is 0.5% for each tile
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std::random_shuffle(tiles.begin(), tiles.end(), p_myrandom);
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std::random_shuffle(tiles.begin(), tiles.end());
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tlog5 << "Spawning wandering monsters. Found " << tiles.size() << " free tiles. Creature type: " << creatureID << std::endl;
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const CCreature *cre = VLC->creh->creatures[creatureID];
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for (int i = 0; i < amount; ++i)
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