mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-22 22:13:35 +02:00
Fixes broken client state, e.g. movement. Effectively reverts #1663
This commit is contained in:
parent
02b5edd32d
commit
a3059033f2
@ -54,7 +54,6 @@
|
||||
* Hero movement speed now matches H3
|
||||
* Improved performance of adventure map rendering
|
||||
* Fixed embarking and disembarking sounds
|
||||
* Fixed loading of sleeping status and movement path of heroes
|
||||
* Fixed selection of "new week" animation for status window
|
||||
* Object render order now mostly matches H3
|
||||
|
||||
|
@ -202,6 +202,15 @@ void CClient::loadGame(CGameState * initializedGameState)
|
||||
|
||||
initPlayerEnvironments();
|
||||
|
||||
// Loading of client state - disabled for now
|
||||
// Since client no longer writes or loads its own state and instead receives it from server
|
||||
// client state serializer will serialize its own copies of all pointers, e.g. heroes/towns/objects
|
||||
// and on deserialize will create its own copies (instead of using copies from state received from server)
|
||||
// Potential solutions:
|
||||
// 1) Use server gamestate to deserialize pointers, so any pointer to same object will point to server instance and not our copy
|
||||
// 2) Remove all serialization of pointers with instance ID's and restore them on load (including AI deserializer code)
|
||||
// 3) Completely remove client savegame and send all information, like hero paths and sleeping status to server (either in form of hero properties or as some generic "client options" message
|
||||
#ifdef BROKEN_CLIENT_STATE_SERIALIZATION_HAS_BEEN_FIXED
|
||||
// try to deserialize client data including sleepingHeroes
|
||||
try
|
||||
{
|
||||
@ -219,6 +228,7 @@ void CClient::loadGame(CGameState * initializedGameState)
|
||||
{
|
||||
logGlobal->info("Cannot load client data for game %s. Error: %s", CSH->si->mapname, e.what());
|
||||
}
|
||||
#endif
|
||||
|
||||
initPlayerInterfaces();
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user