Made this issue rather than detailing in commit as it's a bit hard to explain (in my opinion and not sure if git commits are meant for long winded in depth analysis of the bugs you fix and such)
There is a bug that causes loss of ALL pokemon if you released any pokemon on new save, the cause of the bug is because the game client sends a variable called "releasePoke" regardless of whether the save is new [1] which when a save is new, the releasePoke "array" [2] contains all 0's as no pokemon have been given ids by the server (yet (as new save)) so when you release a pokemon, the id is 0 and all pokemon on a new save will match that id, thus all pokemon will be ignored and not saved (not sure why the swf just doesn't omit the released pokemon when it is a new save but I fixed the issue server side).
[1] - "newGame=yes" is the key-value pair sent from the client which indicates that the save ("game") is new
[2] - String of integers (unique pokemon ids (set by server)) delimited by "|"
Created by: JordanPlayz158
Made this issue rather than detailing in commit as it's a bit hard to explain (in my opinion and not sure if git commits are meant for long winded in depth analysis of the bugs you fix and such)
There is a bug that causes loss of ALL pokemon if you released any pokemon on new save, the cause of the bug is because the game client sends a variable called "releasePoke" regardless of whether the save is new [1] which when a save is new, the releasePoke "array" [2] contains all 0's as no pokemon have been given ids by the server (yet (as new save)) so when you release a pokemon, the id is 0 and all pokemon on a new save will match that id, thus all pokemon will be ignored and not saved (not sure why the swf just doesn't omit the released pokemon when it is a new save but I fixed the issue server side).
[1] - "newGame=yes" is the key-value pair sent from the client which indicates that the save ("game") is new [2] - String of integers (unique pokemon ids (set by server)) delimited by "|"