Reliably send the ReplayFinished message at the very end of visual replays. Patch by elexis.
This was SVN commit r16902.
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parent
a4e606c575
commit
1a8096a920
@ -549,6 +549,9 @@ void CNetReplayTurnManager::DoTurn(u32 turn)
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m_Simulation2.GetScriptInterface().ParseJSON(pair.second, &command);
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m_Simulation2.GetScriptInterface().ParseJSON(pair.second, &command);
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AddCommand(m_ClientId, pair.first, command, m_CurrentTurn + 1);
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AddCommand(m_ClientId, pair.first, command, m_CurrentTurn + 1);
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}
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}
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if (turn == m_FinalReplayTurn)
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g_GUI->SendEventToAll("ReplayFinished");
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}
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}
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CNetServerTurnManager::CNetServerTurnManager(CNetServerWorker& server) :
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CNetServerTurnManager::CNetServerTurnManager(CNetServerWorker& server) :
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@ -389,12 +389,10 @@ bool CGame::Update(const double deltaRealTime, bool doInterpolate)
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PROFILE3("gui sim update");
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PROFILE3("gui sim update");
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g_GUI->SendEventToAll("SimulationUpdate");
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g_GUI->SendEventToAll("SimulationUpdate");
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}
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}
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if (m_IsReplay && m_TurnManager->GetCurrentTurn() == m_FinalReplayTurn - 1)
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g_GUI->SendEventToAll("ReplayFinished");
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GetView()->GetLOSTexture().MakeDirty();
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GetView()->GetLOSTexture().MakeDirty();
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}
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}
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if (CRenderer::IsInitialised())
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if (CRenderer::IsInitialised())
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g_Renderer.GetTimeManager().Update(deltaSimTime);
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g_Renderer.GetTimeManager().Update(deltaSimTime);
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}
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}
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