View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0021439 | AI War 2 | Gameplay Idea | Jul 31, 2019 4:15 pm | Sep 25, 2020 9:58 pm | |
Reporter | Chris_McElligottPark | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Summary | 0021439: Multiplayer: remove old desync detection code. | ||||
Description | Right now, possibly even in single player, I think it's doing a bunch of comparison code to see if there has been a desync. We no longer care. The assumption is that there will be desyncs from time to time, and the game will detect those at a different level of granularity and fix them. The current code is meant for finding it at the macro level and causing the game to halt if a desync is detected. But it's a bit slow to calculate (and I think is being calculated in solo play as well, IIRC), and again is so broad that we can't really use it for our new purposes. So this will simply be stripped out, thus mildly speeding up a few parts of the codebase I expect. | ||||
Tags | No tags attached. | ||||
related to | 0021438 | resolved | Chris_McElligottPark | Multiplayer: faction desync repair. |
child of | 0021432 | resolved | Chris_McElligottPark | Multiplayer todo - parent issue. |
Date Modified | Username | Field | Change |
---|---|---|---|
Jul 31, 2019 4:15 pm | Chris_McElligottPark | New Issue | |
Jul 31, 2019 4:15 pm | Chris_McElligottPark | Status | new => assigned |
Jul 31, 2019 4:15 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Jul 31, 2019 4:15 pm | Chris_McElligottPark | Relationship added | related to 0021438 |
Jul 31, 2019 4:15 pm | Chris_McElligottPark | Relationship added | child of 0021432 |
Sep 25, 2020 9:58 pm | Chris_McElligottPark | Status | assigned => resolved |
Sep 25, 2020 9:58 pm | Chris_McElligottPark | Resolution | open => fixed |
Sep 25, 2020 9:58 pm | Chris_McElligottPark | Note Added: 0058693 |