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Change: No need to save AI/GS data when joining a multiplayer server #7292

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SamuXarick
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@SamuXarick SamuXarick commented Feb 28, 2019

@@ -63,6 +63,7 @@ SaveLoadVersion _sl_version; ///< the major savegame version identifier
byte _sl_minor_version; ///< the minor savegame version, DO NOT USE!
char _savegame_format[8]; ///< how to compress savegames
bool _do_autosave; ///< are we doing an autosave at the moment?
bool _save_empty_script; ///< are we sending a map to a client over the nework?
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Comment and variable name are... what?

@@ -281,7 +282,7 @@

/* static */ void AI::Save(CompanyID company)
{
if (!_networking || _network_server) {
if (!_networking || _network_server && !_save_empty_script) {
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Additional parenthesis required.

@TrueBrain
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Okay, correct me if I am wrong:
In 2016 you tried this PR, and it got declined with: this PR is fixing the wrong issue.
Without any argumentation why things are different now, you file the exact same PR again. I see no reason to not close it with the same argumentation.

In general, it is very impolite to try the same thing again, expecting a different outcome, without arguing your case. Please consider making your case, instead of just trying again.

@TrueBrain TrueBrain closed this Mar 2, 2019
@SamuXarick
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Because clients do not load AI/GS.

if (_networking && !_network_server) {
if (Company::IsValidAiID(index)) AIInstance::LoadEmpty();
continue;
}

if (_networking && !_network_server) {
GameInstance::LoadEmpty();
if ((CompanyID)SlIterateArray() != (CompanyID)-1) SlErrorCorrupt("Too many GameScript configs");
return;
}

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3 participants