Removed the remains of the "replay verification" code
...which was broken and partially commented out.
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4 changed files with 0 additions and 22 deletions
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@ -807,9 +807,6 @@ bool game_controller::load_game()
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} else {
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// We have a snapshot. But does the user want to see a replay?
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if(show_replay) {
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// clear the stats for the current level
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// they will be regenerated during the replay
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statistics::replay_verify_stats = statistics::write_stats();
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statistics::clear_current_scenario();
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std::cerr << "replaying (snapshot)\n";
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} else {
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@ -608,22 +608,6 @@ bool do_replay(display& disp, const gamemap& map, const game_data& gameinfo,
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//if there is nothing more in the records
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if(cfg == NULL) {
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replayer.set_skip(0);
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const config current_stats = statistics::write_stats();
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if(current_stats != statistics::replay_verify_stats) {
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ERR_NW << "replay statistics verification failed\n";
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//Disabling because it breaks multiplayer.
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//Apparently, statistics::replay_verify_stats
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//is only written to in game::load_game() (!)
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//Re-enable when fixed / if I am wrong.
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//
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//By the way, making a "config" object global
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//is highly objectable IMO.
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//
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// --Ayin 30 mar. 2005
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//
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//if (!game_config::ignore_replay_errors)
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// throw replay::error();
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}
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return false;
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}
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@ -444,5 +444,4 @@ int sum_str_int_map(const stats::str_int_map& m)
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return res;
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}
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config replay_verify_stats;
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}
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@ -82,8 +82,6 @@ namespace statistics
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std::vector<std::string> get_categories();
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stats calculate_stats(int category, int side);
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extern config replay_verify_stats;
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}
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#endif
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