Update of bug #9861 (project wormux):

                Priority:              5 - Normal => 9 - Immediate          

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Follow-up Comment #18:

Thinking about this bug, I think we need to live with this lack of
synchronization.

Imagine a loop that uses lot of random generated numbers (100 per second)
just before the end of the turn. When the turn master will send "the end of
turn" message, we are very very lucky if latency was exactly the same than
for the message that generates the action which uses random numbers... 

If the latency has growed, the client may use more numbers than the client,
thus the generator will be no more synchronized.

This is nearly what happens with the polecat and the gnu. When it get stuck
in the ground, it rebounds and rebounds and uses lot of random number. If one
computer is faster than the other (in the idea of 1/100 fps), they will not
use the same number of random numbers.

So my idea is to re-synchronize the network random generators at the end of
each turn. (it does not prevent to check each uses of the network random
generator to see the relevance). We can probably do it by using our own
random algorithm and by sending the new seed at the end of each turn.

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