Worked around the PlayerNames to decrease game-time scoreboard updates.
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@@ -62,6 +62,8 @@ NetworkSyncManager::NetworkSyncManager( LoadingWindow *ld )
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useSMserver = false;
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m_startupStatus = 0; //By default, connection not tried.
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m_ActivePlayers = 0;
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StartUp();
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}
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@@ -500,7 +502,7 @@ void NetworkSyncManager::ProcessInput()
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case 0:
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ColumnData = "Names\n";
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for (i=0;i<NumberPlayers;i++)
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ColumnData += m_packet.ReadNT() + "\n";
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ColumnData += m_PlayerNames[m_packet.Read1()] + "\n";
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break;
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case 1:
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ColumnData = "Combo\n";
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@@ -555,6 +557,23 @@ void NetworkSyncManager::ProcessInput()
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SCREENMAN->SendMessageToTopScreen( SM_ChangeSong );
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}
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break;
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case 9:
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{
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int ServerMaxPlayers=m_packet.Read1();
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int PlayersInThisPacket=m_packet.Read1();
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m_PlayerStatus.clear();
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m_PlayerNames.clear();
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m_ActivePlayers = 0;
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for (int i=0; i<PlayersInThisPacket; i++)
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{
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int PStatus = m_packet.Read1();
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if ( PStatus > 0 )
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m_ActivePlayers++;
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m_PlayerStatus.push_back( PStatus );
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m_PlayerNames.push_back( m_packet.ReadNT() );
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}
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}
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break;
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}
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m_packet.ClearPacket();
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}
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@@ -5,8 +5,10 @@
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#include "PlayerNumber.h"
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class LoadingWindow;
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#define NETMAXPLAYERS 32
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const int NETPROTOCOLVERSION=1;
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const int NETMAXBUFFERSIZE=1020; //1024 - 4 bytes for EzSockets
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@@ -62,12 +64,15 @@ public:
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void DisplayStartupStatus(); //Used to note user if connect attempt was sucessful or not.
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int m_playerLife[NUM_PLAYERS]; //Life
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int m_playerLife[NUM_PLAYERS]; //Life (used for sending to server)
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void Update(float fDeltaTime);
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bool useSMserver;
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int m_ActivePlayers;
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vector <int> m_PlayerStatus;
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vector <CString> m_PlayerNames;
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//Used togeather for
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bool ChangedScoreboard(int Column); //If scoreboard changed since this function last called, then true.
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