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Repeal save game data request #2364
Repeal save game data request #2364
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Basic idea of including save game data in turn orders messages is reasonable. Dunno about removing the message type entirely, though... |
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Rebased. Fixed crash on loading. Fixed grooming remarks. |
Tested it in single-player, multiplayer and multiplayer hostless mode. Didn't catch more crashes or error. |
If I start a single-player game, issue a few orders, save the game, resign, then load that save, none of my issued orders are retained. They should be. |
I don't see the relevance of that commit... Not sure what you're asking. Erasing and undoing an order are different things, though... |
Server doesn't initiate requesting save data. Message numbering broken. Save game broken. Compatibility broken.
Allows to send UI data for in-game connected player.
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Rebased. Started to implement partial orders updates. |
Added sending partial orders when player press "Save" button. Should fix mentioned issue. |
Added sending partial orders on closing fleet window, switching planets, closing research and production windows. |
saving and reloading in single player works. is this still work in progress? |
No, I suppose it finished. I set sending changes when player "lost focus" on windows I remember. Even if I forgot something it still sends entire turn orders on end turn to prevent desyncs. |
Another step of #2243. Fixes #2275.
Currently the server requests turn orders and save data from the client after get turn orders before from the client which requires the client to be online when server decide to save game.
After this PR server gets turn orders and save data together from the client so it became possible to client to disconnect after sending turn orders.
To compensate lacking server-side request the client sends partial order changes on some event.
Also allows to send UI data if client connected to playing game.
Breaks client-server compatibility!