Opened 9 years ago

Closed 8 years ago

#3527 closed defect (wontfix)

Visual Replay doesn't process commands on turn 0

Reported by: elexis Owned by:
Priority: Should Have Milestone:
Component: Core engine Keywords:
Cc: Patch:

Description

Trivial to reproduce.

Refs #9

Change History (1)

comment:1 by elexis, 8 years ago

Milestone: Backlog
Resolution: wontfix
Status: newclosed

It's not an issue specific to visual replay. This behavior is hardcoded in the NetTurnManager, which is used for singleplayer, multiplayer and replays.

In particular the function CNetTurnManager::Update() does m_CurrentTurn += 1 before NotifyFinishedUpdate(m_CurrentTurn);.

So every replay that is produced in an actual game can be replayed safely. Only manually modified replays with commands on turn 0 don't work. Notice non-visual replay goes a different route and executes turn-0 commands.

Reopen if anyone feels like it, but I don't.

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