MantisBT - VCMI
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0002544VCMIMultiplayerpublic2016-10-03 19:532016-11-01 16:29
SXX 
Ivan 
normalcrashalways
resolvedfixed 
0.98g 
0.99 
0002544: Multiplayer pregame: Too big length with different compilers
So few weeks ago I make multiplayer kinda work again, but with really dirty hack that you can find on "CPreGame.cpp:728":
sm.mapInfo->mapHeader->triggeredEvents.clear();

This made it kind a work when compiled with Clang and otherwise pregame netpacks failed to apply and caused 4GB RAM allocation and freeze

As @AVS said there is some problem with serialization that can be easier to fix if we merge refactored serializer.

My suggestion for fixing: we must not only rewrite this code, but completely get rid of single player server-less lobby. There is absolutely no reason why we would wanna maintain two different implementations if single player can work just fine with multiplayer code.

So for single-player client must start or connect to server before you get to map selection or loading screen. Of course this mean we have to implement multiplayer loading screen too.
No tags attached.
related to 0002100resolved SXX Multiplayer load screen is missing 
related to 0002578closed AVS All campaigns is broken 
Issue History
2016-10-03 19:53SXXNew Issue
2016-10-03 19:54SXXRelationship addedrelated to 0002100
2016-10-24 10:31SXXRelationship addedrelated to 0002578
2016-10-29 23:31SXXNote Added: 0006870
2016-11-01 16:29SXXNote Added: 0006876
2016-11-01 16:29SXXStatusnew => resolved
2016-11-01 16:29SXXFixed in Version => 0.99
2016-11-01 16:29SXXResolutionopen => fixed
2016-11-01 16:29SXXAssigned To => Ivan

Notes
(0006870)
SXX   
2016-10-29 23:31   
Fixed by Ivan in PR212:
https://github.com/vcmi/vcmi/pull/212 [^]
(0006876)
SXX   
2016-11-01 16:29   
Fixed by Ivan in PR212:
https://github.com/vcmi/vcmi/pull/212 [^]