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Fixes broken client state, e.g. movement. Effectively reverts #1663

This commit is contained in:
Ivan Savenko 2023-03-17 16:00:47 +02:00
parent 02b5edd32d
commit a3059033f2
2 changed files with 10 additions and 1 deletions

View File

@ -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

View File

@ -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();
}