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- bugfixes for in game joining
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@@ -634,13 +634,14 @@ void ClientInterface::updateLobby() {
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break;
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case nmtReady:
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{
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{
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NetworkMessageReady networkMessageReady;
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if(receiveMessage(&networkMessageReady)) {
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this->readyForInGameJoin = true;
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}
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break;
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}
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}
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break;
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case nmtCommandList:
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{
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@@ -1332,17 +1333,19 @@ void ClientInterface::waitUntilReady(Checksum* checksum) {
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return;
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}
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joinGameInProgress = false;
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//printf("Client signalServerWhenReadyToStartJoinedGame = %d\n",signalServerWhenReadyToStartJoinedGame);
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if(signalServerWhenReadyToStartJoinedGame == true) {
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NetworkMessageReady networkMessageReady;
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sendMessage(&networkMessageReady);
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}
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joinGameInProgress = false;
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// delay the start a bit, so clients have more room to get messages
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// This is to ensure clients don't start ahead of the server and thus
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// constantly freeze because they are waiting for the server to catch up
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sleep(120);
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else {
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// delay the start a bit, so clients have more room to get messages
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// This is to ensure clients don't start ahead of the server and thus
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// constantly freeze because they are waiting for the server to catch up
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sleep(120);
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}
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// This triggers LAG update packets to begin as required
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lastNetworkCommandListSendTime = time(NULL);
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