DataBlock to index assignments do not match client/server
by Stephen Zepp · in RTS Starter Kit · 11/21/2004 (8:43 pm) · 0 replies
Priority: Very Low
Category: Improper functionality in all configurations
Reproducable: Yes
Summary: In /client/scripts/playGui.cs, GuiRTSTSCtrl::getTypeID assigns indexes to datablocks in the following order: 0-bonecracker, 1-shocker, 2-rifleman.
In /server/scripts/core/gameConnection.cs, RTSCOnnection::createPlayer(), the index order is 0-bonecracker, 1-rifleman, 2-shocker. When a portrait is converted to an index client side, and then sent to the server on a request to train a new unit for example, th wrong unit winds up being created.
Fix: In either gameConnection.cs or selection.cs, swap the rifleman and shocker datablocks/indexes. Since most licensees have probably done a majority of work client side (display, etc.), I suggest changing the gameConnection.cs.
Category: Improper functionality in all configurations
Reproducable: Yes
Summary: In /client/scripts/playGui.cs, GuiRTSTSCtrl::getTypeID assigns indexes to datablocks in the following order: 0-bonecracker, 1-shocker, 2-rifleman.
In /server/scripts/core/gameConnection.cs, RTSCOnnection::createPlayer(), the index order is 0-bonecracker, 1-rifleman, 2-shocker. When a portrait is converted to an index client side, and then sent to the server on a request to train a new unit for example, th wrong unit winds up being created.
Fix: In either gameConnection.cs or selection.cs, swap the rifleman and shocker datablocks/indexes. Since most licensees have probably done a majority of work client side (display, etc.), I suggest changing the gameConnection.cs.