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I've seen a replay file that has 'change' events that were not applied to the engine.
Looking at the manager code, it seems to send all requested changes to the viewer regardless of whether they were actioned successfully by the engine.
Can we add filtering so that only actions that were successfully parsed/actioned by the engine get added to the 'viewer changes'.
Extra info:
(Apply_turn function in battlecode-engine/src/controller/mod.rs line 1125) just makes a copy of the turn messages received.
Many thanks
The text was updated successfully, but these errors were encountered:
@AppPackLtd We only push turn messages to turn.changes if the action is completed succesfully. (The self.world.apply(&delta)?; line immediately returns an error if unsuccessful.) Do you have a more specific example?
I've seen a replay file that has 'change' events that were not applied to the engine.
Looking at the manager code, it seems to send all requested changes to the viewer regardless of whether they were actioned successfully by the engine.
Can we add filtering so that only actions that were successfully parsed/actioned by the engine get added to the 'viewer changes'.
Extra info:
(Apply_turn function in battlecode-engine/src/controller/mod.rs line 1125) just makes a copy of the turn messages received.
Many thanks
The text was updated successfully, but these errors were encountered: