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Cursor  UNDO fail to handle events correctly after game end

Issue Type: Status: Priority: Date Submitted: Votes:
Bug New Critical Sat 22nd Sep 2018 4 votes Vote Up Vote Down
 
Found in version: Last Updated: Completed in version: Date Completed: Track Changes:
5.0.35.3 Sat 22nd Sep 2018 Log In
 
Sat 22nd Sep 2018 01:53
Executing an UNDO following a game end will break events (especially when the ending task is used to start/stop/pause/resume events). The state of events returned in the game following an undo is random as far as I can tell. Stopped events are started when they shouldn't and Running events are terminated instead of restarted. Using pause/resume give erratic behavior at best when the end game undo is executed.

States of events need to be handle better following and end game and return the game events in the state they where before the last task.

Recommandation to mitigate this issue: Provide developers with ACTIONS (in task) allowing to start/stop/resume/pause specific events, so that they it can be done manually (forcefully) within tasks. It would be easier to roll back and also provide latitude to bypass the current limitation (ie: creating special tasks to restart required events following a end game UNDO).

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