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Merge pull request #8661 from tomlankhorst/refactor-random
Refactor random engine
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@@ -960,7 +960,7 @@ bool Network::CheckSRAND(uint32_t tick, uint32_t srand0)
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void Network::CheckDesynchronizaton()
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{
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// Check synchronisation
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if (GetMode() == NETWORK_MODE_CLIENT && !_desynchronised && !CheckSRAND(gCurrentTicks, gScenarioSrand0))
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if (GetMode() == NETWORK_MODE_CLIENT && !_desynchronised && !CheckSRAND(gCurrentTicks, scenario_rand_state().s0))
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{
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_desynchronised = true;
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@@ -1596,7 +1596,7 @@ void Network::Server_Send_TICK()
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last_tick_sent_time = ticks;
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std::unique_ptr<NetworkPacket> packet(NetworkPacket::Allocate());
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*packet << (uint32_t)NETWORK_COMMAND_TICK << gCurrentTicks << gScenarioSrand0;
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*packet << (uint32_t)NETWORK_COMMAND_TICK << gCurrentTicks << scenario_rand_state().s0;
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uint32_t flags = 0;
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// Simple counter which limits how often a sprite checksum gets sent.
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// This can get somewhat expensive, so we don't want to push it every tick in release,
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