Author: esr
Date: Tue Mar 4 03:58:08 2008
New Revision: 24293
URL: http://svn.gna.org/viewcvs/wesnoth?rev=24293&view=rev
Log:
Abandomn the attempt to implement game IDs until the file-saving logic
is cleaned up.
Modified:
trunk/src/game.cpp
trunk/src/gamestatus.cpp
trunk/src/playcampaign.cpp
Modified: trunk/src/game.cpp
URL:
http://svn.gna.org/viewcvs/wesnoth/trunk/src/game.cpp?rev=24293&r1=24292&r2=24293&view=diff
==============================================================================
--- trunk/src/game.cpp (original)
+++ trunk/src/game.cpp Tue Mar 4 03:58:08 2008
@@ -926,7 +926,6 @@
const config& campaign = *campaigns[cmenu.result()];
state_.campaign = campaign["id"];
- state_.history = generate_game_uuid();
state_.abbrev = campaign["abbrev"];
state_.scenario = campaign["first_scenario"];
Modified: trunk/src/gamestatus.cpp
URL:
http://svn.gna.org/viewcvs/wesnoth/trunk/src/gamestatus.cpp?rev=24293&r1=24292&r2=24293&view=diff
==============================================================================
--- trunk/src/gamestatus.cpp (original)
+++ trunk/src/gamestatus.cpp Tue Mar 4 03:58:08 2008
@@ -178,6 +178,7 @@
}
}
+#ifdef __UNUSED__
std::string generate_game_uuid()
{
struct timeval ts;
@@ -188,6 +189,7 @@
return uuid.str();
}
+#endif
//! Reads turns and time information from parameters.
//! It sets random starting ToD and current_tod to config.
Modified: trunk/src/playcampaign.cpp
URL:
http://svn.gna.org/viewcvs/wesnoth/trunk/src/playcampaign.cpp?rev=24293&r1=24292&r2=24293&view=diff
==============================================================================
--- trunk/src/playcampaign.cpp (original)
+++ trunk/src/playcampaign.cpp Tue Mar 4 03:58:08 2008
@@ -339,20 +339,6 @@
}
}
- // This is the magic moment when game history IDs and
- // ancestry links are created. Note: Doing it this
- // way has a harmless bug -- an extra ID will be
- // generated here for start-of-campaign saves. This
- // is really an artifact of the messiness of the
- // save logic and should be fixed when that is. There
- // is only one other call to generate_game_uuid(), and
- // that is at campaign initialization time; it is
- // needed to make sure 'history' is a top-level
- // attribute.
- if (!gamestate.history.empty())
- gamestate.history += ",";
- gamestate.history += generate_game_uuid();
-
// If the entire scenario should be randomly generated
if((*scenario)["scenario_generation"] != "") {
LOG_G << "randomly generating scenario...\n";
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