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when game full drop message but don't assert
I'm seeing assertions when a game gets into a state I don't fully understand: host receives messages that need a channelNo assigned but the game's full. With luck they're duplicates and can be ignored, because that's all I can do.
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1 changed files with 5 additions and 2 deletions
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@ -1999,8 +1999,11 @@ checkChannelNo( CommsCtxt* comms, XP_PlayerAddr* channelNoP )
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XP_Bool success = XP_TRUE;
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XP_Bool success = XP_TRUE;
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XP_PlayerAddr channelNo = *channelNoP;
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XP_PlayerAddr channelNo = *channelNoP;
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if ( 0 == (channelNo & CHANNEL_MASK) ) {
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if ( 0 == (channelNo & CHANNEL_MASK) ) {
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success = comms->nextChannelNo < CHANNEL_MASK;
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if ( success ) {
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channelNo |= ++comms->nextChannelNo;
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channelNo |= ++comms->nextChannelNo;
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XP_ASSERT( comms->nextChannelNo <= CHANNEL_MASK );
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}
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// XP_ASSERT( comms->nextChannelNo <= CHANNEL_MASK );
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} else {
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} else {
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/* Let's make sure we don't assign it later */
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/* Let's make sure we don't assign it later */
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comms->nextChannelNo = channelNo;
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comms->nextChannelNo = channelNo;
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