I think in the broader sense it is related.
I can’t look at the code right now (I’m actually in the middle of teaching a
class), but I was surprised to see that Global Key Commands don’t just send
the result of the Key Commands instead of the Key Commands themselves.
That’s what’s causing the problems, the Key Commands were interpreted
differently on either side because of the use of $playerSide$ which, of
course is different for either player.
The discussion you point to refers to the problem that the KeyCommands are
not guaranteed to execute in the same order on either side.
I’m undecided as to whether this is a problem or if there should instead be
warnings. Certainly Global Key Commands are going to be hard to encode if
you want to sent the result instead of the intention. Ultimately, you would
have to send the entire game state if you wanted to avoid this problem. I
think anything that requires KeyCommands from separate units to be executed
in a deterministic order is going to get you into trouble. What happens
with $playerSide$ is somewhat unexpected, quite surprising, but is otherwise
perfectly reasonable!
- M.
On 2 December 2010 11:15, Tim M timothy.mccarron@sbcglobal.net wrote:
May also want to check it isn’t related to bug 2979 discussed here
viewtopic.php?f=3&t=3388&p=19752#p19752[1]