Fixed sync problem when the client is also the server. Fixed disply of player2's name
during chat.
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@@ -401,9 +401,16 @@ void NetworkSyncManager::StartRequest(short position)
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while (dontExit)
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{
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//Keep the server going during the loop.
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if (isLanServer)
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LANserver->ServerUpdate();
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m_packet.ClearPacket();
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if (NetPlayerClient->ReadPack((char *)&m_packet, NETMAXBUFFERSIZE)<1)
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dontExit=false; // Also allow exit if there is a problem on the socket
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if (isLanServer == false)
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dontExit=false; // Also allow exit if there is a problem on the socket
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// Only do if we are not the server, otherwise the sync
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// gets hosed up due to non blocking mode.
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if (m_packet.Read1() == (128+3))
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dontExit=false;
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//Only allow passing on Start request.
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