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- finally found and fixed out of synch related to AI.
- added ability to log all unit activity to world synch logfiles so we can diff game info from different network clients
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@@ -366,7 +366,8 @@ void SystemFlags::handleDebug(DebugType type, const char *fmt, ...) {
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if(currentDebugLog.fileStream->is_open() == true) {
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MutexSafeWrapper safeMutex(currentDebugLog.mutex);
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if (type != debugPathFinder && type != debugError) {
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// All items in the if clause we don't want timestamps
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if (type != debugPathFinder && type != debugError && type != debugWorldSynch) {
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(*currentDebugLog.fileStream) << "[" << szBuf2 << "] " << szBuf;
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}
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else if (type == debugError) {
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