*Remove internal GameSpeed defaults
Enforce setting values explicitly all the time
Require definition of a DefaultSpeed
*Remove Global.Timestep default
*Remove the hacky Timestep/OrderLatency setting via LobbyInfo
*Fix shellmaps ignoring mod-defined gamespeeds
*Make DateTimeGlobal use the MapOptions gamespeed
Packets from each chunk are now saved directly in an array, removing the overhead of a list. Additionally, a list is reused as a buffer for decoding packets into, preventing a new buffer from needing to be allocated for each chunk.
When ReplayConnection fixes up disconnection packets, this allows the game to continue past the point of a player disconnecting. Unfortunately this also applies to the player who actually disconnected which means the replay continues in an invalid manner. To fix this - we now explicitly don't replace their packet in order to ensure such replays end at the correct time.
- Implement IDisposable interface correctly, with sealed classes where possible for simplicity.
- Add using statement around undisposed local variables.
List of changes:
* Better and more filters with new layout, for both mods.
* Rename/Delete/Detele all functionality.
* Simplified ReplayMetadata class considerably by introducing a new
GameInformation data object. The new GameInformation class contains
more information than previously available so the new solution is not
compatible with old replays, meaning it can't read old replays.
* Better and cleaner game information gathering in order to be written
at the end of the replay file.
* Revert changes to ReplayConnection, no longer necessary.
* Better exception message on missing sprites and fonts.
* New "SpawnOccupant" class that holds all the information needed by the
MapPreviewWidget to visualize a spawn point. It was using Session.Client
before and it was necessary to separate it to be able to show information
not available at lobby time.
* Fix keyboard focus UI bug when closing a window would not remove focus.
The replay files are just streams all network communication so to
get any info out of them it is necessary to play back the stream
until the wanted information is reached.
This introduces a new metadata block placed at the end of the
replay files and logic to read the new block, or fall back to
playing back the stream for older files.
The replay browser is also updated to use the metadata information
instead of reading the replay stream directly.