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Save replay metadata for non-visual games too, refs #4577, #5548, fixes #5565.

Description

Save replay metadata for non-visual games too, refs #4577, #5548, fixes #5565.

Remove gui/common/ hack by going through the GUIInterface and fragile EndGame() hardcoding by saving if and only if a ReplayLogger exists following rP18613, refs #4020.
Refs D2211, D2213.

Differential Revision: https://code.wildfiregames.com/D2197
Based on patch by: irishninja
Tested on: clang 8.0.1, Jenkins

Event Timeline

I had tested autostarted visual and nonvisual replays, singleplayer (and multiplayer?) games.
While testing I found that phasing notifications were broken, reproduced that.
Another issue I found while testing was that the bots took forever or simply did not defeat each other depending on gamesetting.

/ps/trunk/source/ps/Game.cpp
107

Concern:
Wrong assumption that CGame is not created before entering the loading screen.
In singleplayer that is the case, but in multiplayer the CGame is created when starting the host / client.
m_GameStarted catches that case.