Follow-up Comment #17, bug #21776 (project wesnoth):

>Especialy in a mp game, a controller can also change during the game without
reloading. 
Inside of a mp game, the hosting player who changes the controller from/to AI
can take a measure before, by a context menu.
And yes, a new event "controller_change" would help.

----
>> So the input must stay within turn 2. 
>But i think the turin 2 event is inside turn 2? 
I understand now.
I thought it worked in a start event only. I missed words "or also in every
other synced event".
It seems powerful, for example it allows private (or group) diplomacy talks or
an exchange of items in FFA games. The only problem is if only 2 players are
talking then the other ones must wait.

----
>there is an option using sync_choice whcih is replay save even in 1.12 (maybe
even 1.10)
I think I understand: Naturally the argument function of synchronize_choice is
not called in replays, and rather the synchronized return table is used. So
synchronize_choice not only
sychronizes the table among the clients (this is useful after a select event
that changes the game state), 
but also 
sychronizes the replay with the real game (this is useful after a reload or
select event that changes the game state)

(I was confused by this sentence in the wiki
"wesnoth.synchronize_choice: Recovers a WML table that was computed on one
client only or _was_ _stored_ _in_ _a_ _replay_"
that probably tries to explain it but was unclear to me.
)

But I think the main problem would be to find an appropriate moment of the
synchronization of was_reloaded_synced. A moveto event needn't be sufficient
because the synchronization may be needed earlier.
So I would prefer to sychronize in game_events.on_event. Would it work?
>game_events.on_event is onyl mpsave (mpsave = replaysave) when the fired
event is a mpsave event
Do you mean on_event is called only before mpsafe events? Or it is called also
before select events and so it may cause OOS if I am not careful?
Also I am a bit confused by the term mpsafe. I expected in BfW pre-1.11.13 one
must distinguish three types of events:
- select: it is fired on one client only
- attack_end: it is fired on all clients, but [message][text_input] is not
synchronized
- moveto: it is fired on all clients, and [message][text_input] is
synchronized
?

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