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  #11  
Old January 25th, 2011, 05:21 PM

Muse Muse is offline
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Default Re: Turn rollback ramifications

Say, would it be possible to make rollbacks completely safe by simply auto-creating a new game iteration for each rollback?
IE-- the turn file is resent, and only turns done for the new file are accepted.
Everyone would have to re-do the turn, but it shouldn't be possible for overlap troubles to occur.

Perhaps a requirement to place the game-name (for the new iteration) in the e-mail subject would be useful.

I am aware that the Llamaserver determines game-identity from the 2h itself, but I am not certain how that is done. Perhaps a hash in the 2h?
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  #12  
Old January 25th, 2011, 05:30 PM

thejeff thejeff is offline
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Default Re: Turn rollback ramifications

That actually avoids the easy problems and ignores one of the others.
As others here have said the preferred way is to use the old files for as many players as possible to minimize the chance of people acting on info from the problem turn. Your solution doesn't allow that.

More importantly the most significant chances of corruption come from the client side, when someone plays the next turn without deleting the .2h he started with the problem turn. There's no way for the llamaserver to force the player to make a new savegame directory.
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  #13  
Old January 25th, 2011, 06:24 PM

llamabeast llamabeast is offline
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Default Re: Turn rollback ramifications

Yeah, there's no way I can really do that anyway. The 2h file identification is done by dominions itself.
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  #14  
Old January 25th, 2011, 07:57 PM
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Default Re: Turn rollback ramifications

Thanks all for the lucid feedback. Seems violation of the space/time continuum is fraught with peril. I guess we can add another spell to the level 10 wish list

Alternate reality- mimics a bad rollback
ssj

PS my other whimsical level 10 wishlist spell was a blood ritual that would disable all keyboard shortcuts for all opponents. I think it was called "microhell"
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