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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