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Fixed bug with preloading the world replacing casting the same world if timing was wrong.
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39621d5282
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3 changed files with 8 additions and 2 deletions
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@ -113,6 +113,7 @@ module.exports = class Angel extends CocoClass
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@doWork()
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finalizePreload: ->
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@say "Finalize preload."
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@worker.postMessage func: 'finalizePreload'
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infinitelyLooped: =>
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@ -54,7 +54,7 @@ module.exports = class God extends CocoClass
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@createWorld e.spells, e.preload
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createWorld: (spells, preload=false) ->
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console.log "#{@nick}: Let there be light upon #{@level.name}!"
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console.log "#{@nick}: Let there be light upon #{@level.name}! (preload: #{preload})"
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userCodeMap = @getUserCodeMap spells
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# We only want one world being simulated, so we abort other angels, unless we had one preloading this very code.
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@ -66,6 +66,9 @@ module.exports = class God extends CocoClass
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if not hadPreloader and isPreloading
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angel.finalizePreload()
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hadPreloader = true
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else if preload and angel.running and not angel.work.preload
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# It's still running for real, so let's not preload.
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return
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else
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angel.abort()
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return if hadPreloader
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@ -7,7 +7,9 @@ button.btn.btn-lg.btn-block.btn-success.rank-button
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span(data-i18n="ladder.rank_being_ranked").ranking.secret Game Being Ranked
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if lastSubmitted
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.last-submitted.secret submitted #{lastSubmitted}
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.last-submitted.secret
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span(data-i18n="ladder.rank_last_submitted") submitted
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| #{lastSubmitted}
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a(href=simulateURL, data-i18n="ladder.help_simulate").help-simulate.secret Help simulate games?
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