-
Notifications
You must be signed in to change notification settings - Fork 1k
Snapshot Save Single Action #7500
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
base: master
Are you sure you want to change the base?
Conversation
Extensions/Physics3DBehavior/PhysicsCharacter3DRuntimeBehavior.ts
Outdated
Show resolved
Hide resolved
Extensions/Physics3DBehavior/PhysicsCharacter3DRuntimeBehavior.ts
Outdated
Show resolved
Hide resolved
Extensions/Physics3DBehavior/PhysicsCharacter3DRuntimeBehavior.ts
Outdated
Show resolved
Hide resolved
Extensions/TopDownMovementBehavior/topdownmovementruntimebehavior.ts
Outdated
Show resolved
Hide resolved
GDJS/Runtime/runtimescene.ts
Outdated
this._loadStorageName = storageName; | ||
} | ||
if (sceneVar) { | ||
this._loadVariable = sceneVar; |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
are those values cleared the next time we use the function without the sceneVar
and storageName
?
If not, I think we should always set the value from what's coming from the props of the function.
This will allow setting undefined
or whatever string/variable is passed
GDJS/Runtime/runtimescene.ts
Outdated
@@ -650,6 +662,10 @@ namespace gdjs { | |||
return this._cachedGameResolutionHeight / 2; | |||
} | |||
|
|||
getIsLoadingRequest() { |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Should be named getIsLoadingRequested
for consistency purposes
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Or just isLoadingRequested
…to step function of scenestack, switch from browser localstorage to indexedDB
…added some constants in separated files for clarity
…ndexedDB.ts functions
…unctions, renamed functions for clarity
…ransmission for volume in audiomanager, added syncOptions for all getNetworkSyncData.
f65e7ec
to
31d9ff4
Compare
32fdbd2
to
03dec17
Compare
if (oldObjectData.width !== newObjectData.width) { | ||
this.setWidth(newObjectData.width); | ||
} | ||
if (oldObjectData.height !== newObjectData.height) { | ||
this.setHeight(newObjectData.height); | ||
} |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Why removing this from the hot-reload?
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Looks like a mistake. It should not be removed, it's different from the network sync
if (networkSyncData.d !== undefined) { | ||
this.setDepth(networkSyncData.d); | ||
} |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Isn't this already done by RuntimeObject3D
?
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Indeed it should, I don't think we need that, the super() call should handle it.
Save and/or load the whole game using the updateFromNetworkSyncData/getNetworkSyncData methods to write/read a complete JSON. Done in one action for each (at the moment, might change). Right now it writes both on a localFile and localStorage of the browser.