SL21W16: Difference between revisions
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**redraw categories/research on open/back (shows research in the wrong categories?!) | **redraw categories/research on open/back (shows research in the wrong categories?!) | ||
*Fuel/Energy: Make sure burn-speed improvements actually do have an effect/are possible to inregrate with the current system | *Fuel/Energy: Make sure burn-speed improvements actually do have an effect/are possible to inregrate with the current system | ||
<br /> | |||
* Setup a good caching implementation with object caching / deepEquals as well | |||
** Implement serializable for all screens | |||
** REMOVE referenced data like List<ResearchProgress> | |||
** Add CachingManager for each Player | |||
*** Every page needs to be serialized -> convert into hash code | |||
*** Every page-hash-code has a reference to a list of render-image-hashes | |||
*** Add Manager that contains render-image-hash -> binary-image-data | |||
*** |
Revision as of 17:19, 25 April 2021
- Design problem: Triggered Screen updates reset some data
- Research: Open popup will get closed on refreshing the screen
- Back-Button: Looses the state of the previous window settings. A selected option/world will be deselected again
- Needs a general solution for all types of data. Do we need to just store the whole page-data (and not just a reference state object) and refresh it somehow?
- Research:
- check research efficiency working correctly
- Research overview:
- redraw categories/research on open/back (shows research in the wrong categories?!)
- Fuel/Energy: Make sure burn-speed improvements actually do have an effect/are possible to inregrate with the current system
- Setup a good caching implementation with object caching / deepEquals as well
- Implement serializable for all screens
- REMOVE referenced data like List<ResearchProgress>
- Add CachingManager for each Player
- Every page needs to be serialized -> convert into hash code
- Every page-hash-code has a reference to a list of render-image-hashes
- Add Manager that contains render-image-hash -> binary-image-data