Fix visual-replays not processing turn 0 commands.
Use FinishedOwnCommands, which is intented to plan commands for the N+2 turn, but can be used to run commands immediately by the replay manager, and unlike FinishedUpdate is called before the first update. Reported by: Freagarach Fixes #5546 Differential Revision: https://code.wildfiregames.com/D3067 This was SVN commit r24280.
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@ -57,10 +57,10 @@ void CReplayTurnManager::StoreFinalReplayTurn(u32 turn)
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m_FinalTurn = turn;
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}
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void CReplayTurnManager::NotifyFinishedUpdate(u32 turn)
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void CReplayTurnManager::NotifyFinishedOwnCommands(u32 turn)
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{
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if (turn == 1 && m_FinalTurn == 0)
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g_GUI->SendEventToAll(EventNameReplayFinished);
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CLocalTurnManager::NotifyFinishedOwnCommands(turn);
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turn = turn - COMMAND_DELAY;
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if (turn > m_FinalTurn)
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return;
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@ -37,7 +37,7 @@ public:
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void StoreFinalReplayTurn(u32 turn);
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private:
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void NotifyFinishedUpdate(u32 turn) override;
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void NotifyFinishedOwnCommands(u32 turn) override;
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void DoTurn(u32 turn);
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