Fix 0.9.18 desync:
CreateNetGame() slot creates signal-slot connections from hwnet to hwgame.
The problem is that this slot is called asynchronously using queued connection,
and hwnet could send some signals to hwgame before hwgame object
is created and connected.
Changed this to direct connection. Also changed connections to hwgame object
to queued, but this is unrelated.
Sorry, it is frontend patch. Maybe a little delay on server side could help,
but not much, as tcp packets could get glued on client's side, and that greately
depends on pc and internet connection performance.
Frontend should be reworked to be safe for queued connections, as it is extemely
dangerous to have a mix of queued/direct connections.
#include "quacrc32.h"
#include "zlib.h"
QuaCrc32::QuaCrc32()
{
reset();
}
quint32 QuaCrc32::calculate(const QByteArray &data)
{
return crc32( crc32(0L, Z_NULL, 0), (const Bytef*)data.data(), data.size() );
}
void QuaCrc32::reset()
{
checksum = crc32(0L, Z_NULL, 0);
}
void QuaCrc32::update(const QByteArray &buf)
{
checksum = crc32( checksum, (const Bytef*)buf.data(), buf.size() );
}
quint32 QuaCrc32::value()
{
return checksum;
}