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Author Topic: Version Control for saves  (Read 442 times)

Slitherrr

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Version Control for saves
« on: January 07, 2011, 12:38:11 pm »

Has anyone done any work on creating a version-control wrapper for saves?

More specifically, is there any text out there that describes how the data files are constructed well enough that someone could write a wrapper for, say, git, that would allow multiple, simultaneous changes to a saved world be committed and merged together (including the ability to resolve conflicts)? I'm envisioning a system that would allow people to check out a save, make their own branches, play the world for a while, then commit and merge the branch back into the trunk, replaying the actions of that world, allowing for a truly multiplayer (albeit asynchronous) experience.
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Slitherrr

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Re: Version Control for saves
« Reply #1 on: January 09, 2011, 10:09:46 am »

I suppose not, then. Maybe I'll take a crack at it myself. Hacking data files isn't something I've a lot of experience with, so anyone who has any pointers, feel free to jump in here.
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darius

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Re: Version Control for saves
« Reply #2 on: January 09, 2011, 06:49:00 pm »

set [COMPRESSED_SAVES:NO] in init.txt. AFAIK world.dat has list of sites, maybe even their locations and all the other files have site data( map, items) unit data( stats, items, wounds, etc...), but they could be still compressed.
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Slitherrr

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Re: Version Control for saves
« Reply #3 on: January 11, 2011, 12:18:34 pm »

Thanks for the tip. If I get any more information, I'll be sure to post it here (and simul-post on MagmaWiki).
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