Right now gameID seems to be sent at some point (IIRC on game start, i.e. after everybody placed startpoint) via the NETMSG_GAMEID network packet. I believe there was historically some reason to do it this way which also affected synced RNG seed. But synced RNG is now available immediately so maybe gameID can too.
Remarks:
check if the generation method relies on the current behaviour in some way. In particular IIRC the delay between exe start and the game start was used as an extra source of entropy. Check if the ID has enough entropy for its needs after the change.
deprecate wupget:GameID(id) though don't immediately remove
add some sort of Game.gameID or Spring.GetGameID().
Right now gameID seems to be sent at some point (IIRC on game start, i.e. after everybody placed startpoint) via the
NETMSG_GAMEID
network packet. I believe there was historically some reason to do it this way which also affected synced RNG seed. But synced RNG is now available immediately so maybe gameID can too.Remarks:
wupget:GameID(id)
though don't immediately removeGame.gameID
orSpring.GetGameID()
.