1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-11-28 08:48:48 +02:00

code review

This commit is contained in:
Michael 2023-08-23 00:35:44 +02:00 committed by GitHub
parent 65884b15d0
commit 51ba22a631
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
4 changed files with 3 additions and 11 deletions

View File

@ -193,7 +193,7 @@ void CPlayerInterface::playerStartsTurn(PlayerColor player)
void CPlayerInterface::performAutosave()
{
std::string id = cb->getStartInfo()->uuid.substr(0, 8);
std::string id = cb->getStartInfo()->gameUuid.substr(0, 8);
int frequency = static_cast<int>(settings["general"]["saveFrequency"].Integer());
if(frequency > 0 && cb->getDate() % frequency == 0)

View File

@ -49,9 +49,6 @@
#include "../lib/serializer/Connection.h"
#include "../lib/serializer/CMemorySerializer.h"
#include <boost/uuid/uuid.hpp>
#include <boost/uuid/uuid_io.hpp>
#include <boost/uuid/uuid_generators.hpp>
#include <boost/asio.hpp>
#include "../lib/serializer/Cast.h"
#include "LobbyClientNetPackVisitors.h"

View File

@ -80,7 +80,7 @@ struct DLL_LINKAGE StartInfo
ui32 seedToBeUsed; //0 if not sure (client requests server to decide, will be send in reply pack)
ui32 seedPostInit; //so we know that game is correctly synced at the start; 0 if not known yet
ui32 mapfileChecksum; //0 if not relevant
std::string uuid;
std::string gameUuid;
ui8 turnTime; //in minutes, 0=unlimited
std::string mapname; // empty for random map, otherwise name of the map or savegame
bool createRandomMap() const { return mapGenOptions != nullptr; }
@ -104,7 +104,7 @@ struct DLL_LINKAGE StartInfo
h & seedToBeUsed;
h & seedPostInit;
h & mapfileChecksum;
h & uuid;
h & gameUuid;
h & turnTime;
h & mapname;
h & mapGenOptions;

View File

@ -50,11 +50,6 @@
// for applier
#include "../lib/registerTypes/RegisterTypes.h"
// UUID generation
#include <boost/uuid/uuid.hpp>
#include <boost/uuid/uuid_io.hpp>
#include <boost/uuid/uuid_generators.hpp>
#include "../lib/gameState/CGameState.h"
template<typename T> class CApplyOnServer;