cleanup CMasternodeSync a bit
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174f8a7644
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@ -105,22 +105,9 @@ void CMasternodeSync::GetNextAsset()
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switch(RequestedMasternodeAssets)
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{
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case(MASTERNODE_SYNC_INITIAL):
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case(MASTERNODE_SYNC_FAILED):
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lastMasternodeList = 0;
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lastMasternodeWinner = 0;
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lastBudgetItem = 0;
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lastFailure = 0;
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nCountFailures = 0;
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sumMasternodeList = 0;
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sumMasternodeWinner = 0;
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sumBudgetItemProp = 0;
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sumBudgetItemFin = 0;
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countMasternodeList = 0;
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countMasternodeWinner = 0;
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countBudgetItemProp = 0;
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countBudgetItemFin = 0;
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RequestedMasternodeAssets = MASTERNODE_SYNC_SPORKS;
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case(MASTERNODE_SYNC_FAILED): // should never be used here actually, use Reset() instead
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ClearFulfilledRequest();
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RequestedMasternodeAssets = MASTERNODE_SYNC_SPORKS;
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break;
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case(MASTERNODE_SYNC_SPORKS):
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RequestedMasternodeAssets = MASTERNODE_SYNC_LIST;
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@ -207,15 +194,14 @@ void CMasternodeSync::Process()
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Resync if we lose all masternodes from sleep/wake or failure to sync originally
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*/
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if(mnodeman.CountEnabled() == 0) {
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ClearFulfilledRequest();
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RequestedMasternodeAssets = MASTERNODE_SYNC_INITIAL;
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Reset();
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} else
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return;
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}
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//try syncing again in an hour
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if(RequestedMasternodeAssets == MASTERNODE_SYNC_FAILED && lastFailure + (60*60) < GetTime()) {
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GetNextAsset();
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Reset();
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} else if (RequestedMasternodeAssets == MASTERNODE_SYNC_FAILED) {
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return;
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}
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