Pulled down update for SDL2
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@@ -351,7 +351,7 @@ void TestSuiteGame::assertGame()
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int error = 0;
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bool wasAI = false;
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if (observer->getCurrentGamePhase() != endState.phase)
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if (observer->getCurrentGamePhase() != endState.phase)
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{
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sprintf(result, "<span class=\"error\">==phase problem. Expected [ %s ](%i), got [ %s ](%i)==</span><br />",
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Constants::MTGPhaseNames[endState.phase].c_str(),endState.phase,
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@@ -581,7 +581,7 @@ int TestSuite::loadNext()
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#elif defined(IOS)
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thread_count = 6;
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#else
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thread_count = 4;
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thread_count = 4;
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#endif
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for(size_t i = 0; i < (thread_count-1); i++)
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mWorkerThread.push_back(new boost::thread(ThreadProc, this));
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