So far the boys have been playing network mode all morning without ANY synch issues at all! THIS IS AWESOME!
You don't know how happy I am to read that... another seg-fault or two I can handle, but if the game was going out of sync again, well, I think I may have cried
Silnarm, could you please tell me which files to look at for the cancel and auto-repair fix? I don't see a difference between the clean SVN code and my changes (outside of network code) that would affect these items?
Cancel Command: for this problem there is changed code in GameNetworkInterface::requestCommand() [was defined in header, is now in cpp] which constructs cancel commands with a different (new) NetworkCommand constructor. This new constructor is actually only used for cancel commands, at first I thought 'set meeting point' would need to be handled that way too, hence the extra Vec2i param, which actually isn't needed.
Auto-Repair: Ooops... I only disabled this for the stop command... commenting out the body of UnitUpdater::doAutoRepair() [except the return NULL;] would be the quickest and probably best solution for this problem.
Additional Sync problems: There was another sync problem waiting to bite me, attack-stopped had the same 'real time' update interval problem that the stop command had... as did guard (that one probably wouldn't have been found for a while...)
I've committed additional fixes, very small changes to unit_updater.cpp and command_type.cpp, so you should be able to update without issues.
For checking changes in a revision I recommend using trac, it gives very pretty output showing code removed in red and code added in green
ie, yesterdays fixes,
http://sourceforge.net/apps/trac/glestae/changeset/478and the two small fixes just then,
http://sourceforge.net/apps/trac/glestae/changeset/480Thanks to you and your boys for the help here, it's difficult to do a lot of testing with multiplayer when you have to play each faction yourself
Your input is greatly appreciated. Hopefully I'll be able to get a game in against hailstone soon!