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@@ -202,6 +202,15 @@ void CClient::loadGame(CGameState * initializedGameState)
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initPlayerEnvironments();
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+ // Loading of client state - disabled for now
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+ // Since client no longer writes or loads its own state and instead receives it from server
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+ // client state serializer will serialize its own copies of all pointers, e.g. heroes/towns/objects
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+ // and on deserialize will create its own copies (instead of using copies from state received from server)
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+ // Potential solutions:
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+ // 1) Use server gamestate to deserialize pointers, so any pointer to same object will point to server instance and not our copy
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+ // 2) Remove all serialization of pointers with instance ID's and restore them on load (including AI deserializer code)
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+ // 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
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+#ifdef BROKEN_CLIENT_STATE_SERIALIZATION_HAS_BEEN_FIXED
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// try to deserialize client data including sleepingHeroes
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try
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{
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@@ -219,6 +228,7 @@ void CClient::loadGame(CGameState * initializedGameState)
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{
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logGlobal->info("Cannot load client data for game %s. Error: %s", CSH->si->mapname, e.what());
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}
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+#endif
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initPlayerInterfaces();
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}
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