Oops.. Scoreboard updates will jumpstart game.
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@@ -300,8 +300,19 @@ void NetworkSyncManager::StartRequest(short position)
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//Block until go is recieved.
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//Block until go is recieved.
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//Switch to blocking mode (this is the only
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//Switch to blocking mode (this is the only
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//way I know how to get precievably instantanious results
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//way I know how to get precievably instantanious results
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bool dontExit=true;
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NetPlayerClient->blocking=true;
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NetPlayerClient->blocking=true;
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NetPlayerClient->ReadPack((char *)&m_packet, NETMAXBUFFERSIZE);
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while (dontExit)
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{
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ClearPacket(m_packet);
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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 (Read1(m_packet) == (128+3))
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dontExit=false;
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//Only allow passing on Start request.
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//Otherwise scoreboard updates and such will confuse us.
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}
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NetPlayerClient->blocking=false;
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NetPlayerClient->blocking=false;
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}
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}
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