You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Currently, there's no way to update the game state if the game and state versions desynchronize in-play. For example, if the game is network-hosted and is updated with state breaking changes during someone's play session.
Between-play updates, via saves, are handled via Config.saves.version and Save.onLoad handlers.
Moving the Save machinery to State, as a more generic mechanism that can handle in-play updates too, seems like a good idea.
That said. There's probably no real need for a State equivalent to Save.onSave handlers, so that's a conundrum.
The text was updated successfully, but these errors were encountered:
Currently, there's no way to update the game state if the game and state versions desynchronize in-play. For example, if the game is network-hosted and is updated with state breaking changes during someone's play session.
Between-play updates, via saves, are handled via
Config.saves.version
andSave.onLoad
handlers.Moving the
Save
machinery toState
, as a more generic mechanism that can handle in-play updates too, seems like a good idea.That said. There's probably no real need for a
State
equivalent toSave.onSave
handlers, so that's a conundrum.The text was updated successfully, but these errors were encountered: