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Currently games that never empty the stack will never have more than one "starting point" for reverts, which may lead to long delays as the game has to replay every action. Serializing and saving the stack (or finding an alternative method of handling actions) would allow for saves to happen at any point
The text was updated successfully, but these errors were encountered:
Some of those actions include callback functions for them to be more generic. This makes them very hard to serialize and parse properly
Those could be bundled into new classes that contain the callback
Currently games that never empty the stack will never have more than one "starting point" for reverts, which may lead to long delays as the game has to replay every action. Serializing and saving the stack (or finding an alternative method of handling actions) would allow for saves to happen at any point
The text was updated successfully, but these errors were encountered: