(svn r21361) -Change: make sure the client is listening, or rather receiving, our frames
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@@ -349,6 +349,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendAck()
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Packet *p = new Packet(PACKET_CLIENT_ACK);
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p->Send_uint32(_frame_counter);
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p->Send_uint8 (my_client->token);
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my_client->SendPacket(p);
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return NETWORK_RECV_STATUS_OKAY;
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}
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@@ -798,7 +799,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_FRAME)
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#ifdef ENABLE_NETWORK_SYNC_EVERY_FRAME
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/* Test if the server supports this option
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* and if we are at the frame the server is */
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if (p->pos < p->size) {
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if (p->pos + 1 < p->size) {
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_sync_frame = _frame_counter_server;
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_sync_seed_1 = p->Recv_uint32();
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#ifdef NETWORK_SEND_DOUBLE_SEED
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@@ -806,6 +807,9 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_FRAME)
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#endif
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}
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#endif
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/* Receive the token. */
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if (p->pos != p->size) this->token = p->Recv_uint8();
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DEBUG(net, 5, "Received FRAME %d", _frame_counter_server);
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/* Let the server know that we received this frame correctly
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