Fix MP OOS when rejoining on turn 0
Reported by: elexis Fixes #5185 Differential Revision: https://code.wildfiregames.com/D3068 This was SVN commit r24275.
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@ -35,10 +35,11 @@
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CNetServerTurnManager::CNetServerTurnManager(CNetServerWorker& server)
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: m_NetServer(server), m_ReadyTurn(1), m_TurnLength(DEFAULT_TURN_LENGTH_MP), m_HasSyncError(false)
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{
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// The first turn we will actually execute is number 2,
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// so store dummy values into the saved lengths list
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m_SavedTurnLengths.push_back(0);
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// Turn 0 is not actually executed, store a dummy value.
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m_SavedTurnLengths.push_back(0);
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// Turn 1 is special: all clients run it without waiting on a server command batch.
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// Because of this, it is always run with the default MP turn length.
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m_SavedTurnLengths.push_back(m_TurnLength);
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}
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void CNetServerTurnManager::NotifyFinishedClientCommands(CNetServerSession& session, u32 turn)
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