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Fix replay timer not showing correct percentage complete #15704

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merged 1 commit into from Dec 24, 2018

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sSeld commented Oct 13, 2018

Fixes #12265

Description

Fixes the completion percentage by saving the final game tick on World.EndGame to the replay meta data.
This information is read in on ReplayConnection and utilized as the TickCount for percentage calculation on GameTimerLogic. The local tick will be used in conjunction with the new TickCount for accurate calculations.

  • Old calculations were left in due to the new TickCount disabling all speed and pause options for previously recorded replays (ReplayControlBarLogic).

  • Previously recorded games should show the same behavior while new replays will show the correct percentage complete.

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pchote left a comment

One request that will simplify this even further, then LGTM:

Show resolved Hide resolved OpenRA.Game/Network/ReplayConnection.cs Outdated
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sSeld commented Nov 29, 2018

Made the changes. Anything else needed to get this approved?

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abcdefg30 commented Dec 23, 2018

Sorry for the (very) late response. Can you please squash your commits?

@sSeld sSeld force-pushed the sSeld:reply-timer branch 2 times, most recently from 6b81a3e to 29078c8 Dec 23, 2018

@sSeld sSeld force-pushed the sSeld:reply-timer branch from 29078c8 to 4f10be0 Dec 23, 2018

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pchote approved these changes Dec 23, 2018

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pchote left a comment

LGTM with the latest changes, which we discussed in IRC.

I'll just note that this PR changes the definition of the % counter - from % of the replay to % of the game. IMO this is a behaviour change rather than a bug fix, but this does make some sense.

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👍

@obrakmann obrakmann merged commit 85a9799 into OpenRA:bleed Dec 24, 2018

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obrakmann commented Dec 24, 2018

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