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 , 8 years ago
Milestone: | Backlog |
---|---|
Resolution: | → wontfix |
Status: | new → closed |
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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()
doesm_CurrentTurn += 1
beforeNotifyFinishedUpdate(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.