Full game save / persistence / snapshot mega-issue #34084
Labels
A: Core Tech
Area: Underlying core tech for the game and the Github repository.
D1: High
Difficulty: Extensive codebase knowledge required.
Issue: Intended Feature
This issue is not a bug, but an intended feature.
P3: Standard
Priority: Default priority for repository items.
S: Help Wanted
Status: Requesting additional help for this to be completed.
This is a collection of issues/tasks that need to be addressed for full game saves to work properly. Some of these are engine issues, but a decent number of the problems are in content, so I've opened it here.
See also:
Issues:
MetaDataComponent.MapSavable
, which includes most mobs. I don't know specifically why they are marked as such, but that needs to be fixed.Timer.Spawn()
// TODO full game save
And then we need to thoroughly test this somehow. Catching all the odd bits and bobs that aren't saved properly will be difficult. If admins are feeling sadistic they could just save & reload an ongoing round and collect the hate mail. Though we should probably start by saving a real round and trying to load it locally.
The text was updated successfully, but these errors were encountered: