Recover from an out-of-sync game with a dialog and an in-game multiplayer load
A network game that went out of sync used to show a two-button box whose Continue dropped every connection. It now halts and opens a dialog in which the master loads one of the match’s saved games, continues, or quits. Everyone else waits with a player list and a chat box and can quit after ten seconds. Continue now makes each machine drop only the players out of sync with it.
The master can also load one of the match’s saves from the options menu during play. Host=yes in the [Settings] section of spawn.ini makes that machine the master after such a load. Before any load, and in a match without it, the lowest seat is the master.
Every network game now numbers its saves SVGM_000.NET upward, and a new match deletes the previous match’s numbered saves. A match started from spawn.ini copies that file to spawnSG.ini at its first save. SAVEGAME.NET is no longer written.
The dialog and the in-game load follow Vinifera’s, by ZivDero and Rampastring.
Migration
- Update tools that look for `SAVEGAME.NET` to use the numbered `SVGM_nnn.NET` files.
Affected entities
- Added
out-of-sync-recovery - Changed
Save games - Changed
Client launch file - Changed
network-packet-validation
Credit: ZivDero, Rampastring