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when sending and don't have an address for channel yet, send the one
comms was created with, which is what client will have to do anyway.
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1 changed files with 9 additions and 3 deletions
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@ -1278,11 +1278,17 @@ sendMsg( CommsCtxt* comms, MsgQueueElem* elem )
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#endif
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#endif
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} else {
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const CommsAddrRec* addr;
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(void)channelToAddress( comms, channelNo, &addr );
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CommsAddrRec addr;
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const CommsAddrRec* addrP;
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(void)channelToAddress( comms, channelNo, &addrP );
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if ( NULL == addrP ) {
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comms_getAddr( comms, &addr );
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addrP = &addr;
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}
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XP_ASSERT( !!comms->procs.send );
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result = (*comms->procs.send)( elem->msg, elem->len, addr,
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result = (*comms->procs.send)( elem->msg, elem->len, addrP,
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gameID(comms), comms->procs.closure );
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}
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