[Freeciv-Dev] [bug #18850] Mid-turn CMA changes not saved when game is saved manually

2013-12-01 Thread Jacob Nevins
Update of bug #18850 (project freeciv):

Operating System:   Microsoft Windows = Any
 Summary: changing only cma will not be saved = Mid-turn CMA
changes not saved when game is saved manually

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Follow-up Comment #4:

Could we add a way for the server to request that all clients send updated
attribute blocks (containing CMA settings), to be called when a manual save is
invoked?

It will be fiddly, as the server would need to defer enacting the /save
operation until it's got responses from all connected clients (or given up
waiting). Which I think means it'll need to process more network packets in
the middle of responding to the chat msg containing /save, which means we need
to figure out what to do with subsequent chat messages that come in. Adding
asynchrony like this is bound to introduce bugs.

Still, might be worth it -- it's a bit rubbish that important user state gets
lost in this situation.

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[Freeciv-Dev] [bug #18850] Mid-turn CMA changes not saved when game is saved manually

2013-12-01 Thread Jacob Nevins
Follow-up Comment #5, bug #18850 (project freeciv):

It occurs to me that there's a simple change that would help for single-player
users, which is for the client to volunteer its attribute block when the user
selects save game from the client menu, as it does (I believe) when it
leaves a running game.

This is a bit of a bodge -- it won't help with server-initiated save, or even
with '/save' from chatline -- and the inconsistency is bound to confuse and
infuriate someone, but on the other hand it's a simple change that can be made
to stable branches (I suggest under a new ticket, keeping this one for the
hard problem).

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