#3618: Rework hash checking code
---------------------+-------------------------------------
Reporter: vexed | Owner: Cyp
Type: bug | Status: new
Priority: blocker | Milestone: unspecified
Component: other | Version: 3.1 and master
Keywords: | Blocked By:
Blocking: | Operating System: All/Non-Specific
---------------------+-------------------------------------
On the commits that were shown here:
Fix: Sensibly handle multiple maps with the same name (#3531, #3180,
15c04ab10f, 2056093027, 1461b3a5a8)
(and others that try to fix that)
We still don't have a good way to differentiate between "internal" (comes
with the game, aka hash = NULL) vs external (hash is whatever), and it is
causing lots of issues.
If person hosts a external map, and comes back to do anything that uses a
internal map, then the game exits out since it is using the old hash it
has stored from the previous run.
Since that hash is also saved & loaded on exit, (so MP games will have the
hash of the last used map) it fubars pretty much everything, in all ways
you can start a SP game / tutorial / fastplay and mod overrides of the
aforementioned things.
We should do one of these options:
1) revert hash checking code --will cause desyncs if people have different
maps with the same name.
2) Don't bother saving the hash and the last map used for MP/Skirmish
games. (Would only be slightly inconvenient, since we use the default
map)
3) Run around the code base and try to figure out the best location to
reset the hash, while not breaking anything else.
4) Only use hashes for (true) MP games (or in other words, host sends a
checksum of the map they got hosted, and we try to find that specific hash
on client's machine, if not, we download it. Hash is only calculated when
they hit the map host button.)
The other problem with this is, (besides the odd crashing of the game with
map transfers and people getting map files that end up with all 0 hashes
in their names) people are ending up with lots of files in the map
directories as people apparently host maps that have been altered at one
point, without changing the name of the map as was warned about.
That, and of course the limited GUI interface that we have that makes it
almost impossible to tell which map is the original author's map.
--
Ticket URL: <http://developer.wz2100.net/ticket/3618>
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