Fix comment
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1 changed files with 19 additions and 9 deletions
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@ -173,15 +173,25 @@ void playsingle_controller::play_scenario_main_loop()
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gamestate_->player_number_ = 1;
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}
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catch(const reset_gamestate_exception& ex) {
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/**
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@TODO: The mp replay feature still doesnt work properly (casues OOS) becasue:
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1) The undo stack is not reset along with the gamestate (fixed).
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2) The server_request_number_ is not reset along with the gamestate (fixed).
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3) chat and other unsynced actions are inserted in the middle of the replay bringing the replay_pos in unorder (fixed).
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4) untracked changes in side controllers are lost when resetting gamestate. (fixed)
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5) The game should have a stricter check for whether the loaded game is actually a parent of this game.
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6) If an action was undone after a game was saved it can casue if teh undone action is in the snapshot of the saved game. (luckyli this is never the case for autosaves)
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*/
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//
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// TODO:
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//
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// The MP replay feature still doesn't work properly (causes OOS)
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// because:
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//
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// 1) The undo stack is not reset along with the gamestate (fixed).
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// 2) The server_request_number_ is not reset along with the
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// gamestate (fixed).
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// 3) chat and other unsynced actions are inserted in the middle of
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// the replay bringing the replay_pos in unorder (fixed).
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// 4) untracked changes in side controllers are lost when resetting
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// gamestate (fixed).
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// 5) The game should have a stricter check for whether the loaded
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// game is actually a parent of this game.
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// 6) If an action was undone after a game was saved it can cause
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// OOS if the undone action is in the snapshot of the saved
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// game (luckily this is never the case for autosaves).
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//
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std::vector<bool> local_players(gamestate().board_.teams().size(), true);
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//Preserve side controllers, becasue we won't get the side controoller updates again when replaying.
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for(size_t i = 0; i < local_players.size(); ++i) {
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