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@ -352,6 +352,7 @@ void playmp_controller::play_slice(bool is_delay_enabled)
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{
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if(!is_replay() && !network_processing_stopped_) {
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// receive chat during animations and delay
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// But don't execute turn data during animations etc.
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process_network_data(true);
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// cannot use send_actions() here.
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// todo: why? The checks in send_actions() should be safe enouth.
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@ -692,6 +693,18 @@ void playmp_controller::process_network_change_controller_impl(const config& cha
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void playmp_controller::send_actions()
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{
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/**
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* TODO: currently this function is called rather randomly at various places
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* Figure out a consitent rule when this should be called.
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* Obviously it makes sense to
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* 1) Send chat and similar messages immidiately
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* (currently done in play_slice)
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* 2) Send other actions as soon as we know that they cannot be undone
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* 2.1) When an action ends the scenario
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* 2.2) Some actions can never be undone
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* 2.3) depndent commands cannot be undone on their own.
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* 3.4) Other things.
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*/
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const bool send_everything = synced_context::is_unsynced() ? !resources::undo_stack->can_undo() : synced_context::undo_blocked();
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if ( !send_everything ) {
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replay_sender_.sync_non_undoable();
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