Prepare for a place to process timing data.
Hopefully what I'm thinking of won't cause too much slowdown.
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@@ -106,6 +106,7 @@ static Preference<Premium> g_Premium( "Premium", Premium_Off );
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Preference<bool> GameState::m_bAutoJoin( "AutoJoin", false );
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GameState::GameState() :
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processedTiming( NULL ),
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m_pCurGame( Message_CurrentGameChanged ),
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m_pCurStyle( Message_CurrentStyleChanged ),
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m_PlayMode( Message_PlayModeChanged ),
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@@ -200,6 +201,16 @@ void GameState::SetMasterPlayerNumber(const PlayerNumber p)
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this->masterPlayerNumber = p;
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}
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TimingData * GameState::GetProcessedTimingData() const
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{
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return this->processedTiming;
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}
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void GameState::SetProcessedTimingData(TimingData t)
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{
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this->processedTiming = &t;
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}
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void GameState::ApplyGameCommand( const RString &sCommand, PlayerNumber pn )
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{
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GameCommand m;
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