Fix bug with pinned shapes not properly refreshed

pull/33/head
tobspr 4 years ago
parent 7870f011b8
commit 2c9867c837

@ -37,7 +37,7 @@ export const globalConfig = {
// Belt speeds
// NOTICE: Update webpack.production.config too!
beltSpeedItemsPerSecond: 10,
beltSpeedItemsPerSecond: 1,
itemSpacingOnBelts: 0.63,
minerSpeedItemsPerSecond: 0, // COMPUTED
@ -71,7 +71,7 @@ export const globalConfig = {
debug: {
/* dev:start */
fastGameEnter: true,
// fastGameEnter: true,
noArtificialDelays: true,
// disableSavegameWrite: true,
showEntityBounds: false,

@ -18,6 +18,7 @@ export class HUDPinnedShapes extends BaseHUDPart {
this.rerenderFull();
this.root.signals.storyGoalCompleted.add(this.rerenderFull, this);
this.root.signals.postLoadHook.add(this.rerenderFull, this);
this.root.hud.signals.shapePinRequested.add(this.pinNewShape, this);
}

@ -161,7 +161,7 @@ export class SavegameManager extends ReadWriteProxy {
sortSavegames() {
this.currentData.savegames.sort((a, b) => b.lastUpdate - a.lastUpdate);
let promiseChain = Promise.resolve();
while (this.currentData.savegames.length > 100) {
while (this.currentData.savegames.length > 30) {
const toRemove = this.currentData.savegames.pop();
// Try to remove the savegame since its no longer available
@ -200,7 +200,7 @@ export class SavegameManager extends ReadWriteProxy {
if (G_IS_DEV && globalConfig.debug.disableSavegameWrite) {
return Promise.resolve();
}
return this.writeAsync();
return this.sortSavegames().then(() => this.writeAsync());
});
}
}

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