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Minor multiplayer load bugfixes
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1dabdf7b3a
commit
407755ee77
@ -236,93 +236,6 @@ void CClient::endGame( bool closeConnection /*= true*/ )
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logNetwork->infoStream() << "Client stopped.";
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}
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#if 0
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void CClient::loadGame(const std::string & fname, const bool server, const std::vector<int>& humanplayerindices, const int loadNumPlayers, int player_, const std::string & ipaddr, const std::string & port)
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{
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logNetwork->infoStream() <<"Loading procedure started!";
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CServerHandler sh;
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sh.startServer();
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CStopWatch tmh;
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try
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{
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std::string clientSaveName = *CResourceHandler::get("local")->getResourceName(ResourceID(fname, EResType::CLIENT_SAVEGAME));
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std::string controlServerSaveName;
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if (CResourceHandler::get("local")->existsResource(ResourceID(fname, EResType::SERVER_SAVEGAME)))
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{
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controlServerSaveName = *CResourceHandler::get("local")->getResourceName(ResourceID(fname, EResType::SERVER_SAVEGAME));
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}
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else// create entry for server savegame. Triggered if save was made after launch and not yet present in res handler
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{
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controlServerSaveName = clientSaveName.substr(0, clientSaveName.find_last_of(".")) + ".vsgm1";
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CResourceHandler::get("local")->createResource(controlServerSaveName, true);
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}
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if(clientSaveName.empty())
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throw std::runtime_error("Cannot open client part of " + fname);
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if(controlServerSaveName.empty())
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throw std::runtime_error("Cannot open server part of " + fname);
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unique_ptr<CLoadFile> loader;
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{
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CLoadIntegrityValidator checkingLoader(clientSaveName, controlServerSaveName, minSupportedVersion);
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loadCommonState(checkingLoader);
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loader = checkingLoader.decay();
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}
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logNetwork->infoStream() << "Loaded common part of save " << tmh.getDiff();
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const_cast<CGameInfo*>(CGI)->mh = new CMapHandler();
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const_cast<CGameInfo*>(CGI)->mh->map = gs->map;
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pathInfo = make_unique<CPathsInfo>(getMapSize());
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CGI->mh->init();
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logNetwork->infoStream() <<"Initing maphandler: "<<tmh.getDiff();
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*loader >> *this;
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logNetwork->infoStream() << "Loaded client part of save " << tmh.getDiff();
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}
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catch(std::exception &e)
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{
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logGlobal->errorStream() << "Cannot load game " << fname << ". Error: " << e.what();
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throw; //obviously we cannot continue here
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}
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serv = sh.connectToServer();
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serv->addStdVecItems(gs);
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tmh.update();
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ui8 pom8;
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*serv << ui8(3) << ui8(1); //load game; one client
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*serv << fname;
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*serv >> pom8;
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if(pom8)
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throw std::runtime_error("Server cannot open the savegame!");
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else
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logNetwork->infoStream() << "Server opened savegame properly.";
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*serv << ui32(gs->scenarioOps->playerInfos.size()+1); //number of players + neutral
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for(auto & elem : gs->scenarioOps->playerInfos)
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{
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*serv << ui8(elem.first.getNum()); //players
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}
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*serv << ui8(PlayerColor::NEUTRAL.getNum());
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logNetwork->infoStream() <<"Sent info to server: "<<tmh.getDiff();
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serv->enableStackSendingByID();
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serv->disableSmartPointerSerialization();
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// logGlobal->traceStream() << "Objects:";
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// for(int i = 0; i < gs->map->objects.size(); i++)
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// {
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// auto o = gs->map->objects[i];
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// if(o)
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// logGlobal->traceStream() << boost::format("\tindex=%5d, id=%5d; address=%5d, pos=%s, name=%s") % i % o->id % (int)o.get() % o->pos % o->getHoverText();
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// else
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// logGlobal->traceStream() << boost::format("\tindex=%5d --- nullptr") % i;
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// }
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}
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#endif
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#if 1
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void CClient::loadGame(const std::string & fname, const bool server, const std::vector<int>& humanplayerindices, const int loadNumPlayers, int player_, const std::string & ipaddr, const std::string & port)
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{
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@ -433,8 +346,6 @@ void CClient::loadGame(const std::string & fname, const bool server, const std::
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serv->enableStackSendingByID();
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serv->disableSmartPointerSerialization();
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loadNeutralBattleAI(); //wtf did this come from
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// logGlobal->traceStream() << "Objects:";
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// for(int i = 0; i < gs->map->objects.size(); i++)
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// {
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@ -712,8 +623,8 @@ void CClient::serialize( Handler &h, const int version, const std::set<PlayerCol
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nInt->loadGame(dynamic_cast<CISer<CLoadFile>&>(h), version); //another evil cast, check above
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}
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/* if(!vstd::contains(battleints, PlayerColor::NEUTRAL))
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loadNeutralBattleAI();*/
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if(playerIDs.count(PlayerColor::NEUTRAL))
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loadNeutralBattleAI();
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}
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}
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