#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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