parameters: (saved_state_string)
docstring: Called by client to when resume a loaded game.
docstring_summary: Called by client to when resume a loaded game.
docstring_tokens: Called by client to when resume a loaded game .
function: def resumeLoadedGame(saved_state_string):  # pylint: disable=invalid-name
      """Called by client to when resume a loaded game."""
      if fo.getEmpire() is None:
          fatal("This client has no empire. Doing nothing to resume loaded game.")
          return
  
      if fo.getEmpire().eliminated:
          info("This empire has been eliminated. Ignoring resume loaded game.")
          return
      debug("Resuming loaded game")
      if not saved_state_string:
          error(
              "AI given empty state-string to resume from; this is expected if the AI is assigned to an empire "
              "previously run by a human, but is otherwise an error. AI will be set to Aggressive."
          )
          aistate = create_new_aistate(fo.aggression.aggressive)
          aistate.session_start_cleanup()
      else:
          try:
              # loading saved state
              aistate = load_aistate(saved_state_string)
          except Exception as e:
              # assigning new state
              aistate = create_new_aistate(fo.aggression.aggressive)
              aistate.session_start_cleanup()
              error(
                  "Failed to load the AIstate from the savegame. The AI will"
                  " play with a fresh AIstate instance with aggression level set"
                  " to 'aggressive'. The behaviour of the AI may be different"
                  " than in the original session. The error raised was: %s" % e,
                  exc_info=True,
              )
      _pre_game_start(fo.getEmpire().empireID, aistate)
function_tokens: def resumeLoadedGame ( saved_state_string ) : # pylint: disable=invalid-name if fo . getEmpire ( ) is None : fatal ( "This client has no empire. Doing nothing to resume loaded game." ) return if fo . getEmpire ( ) . eliminated : info ( "This empire has been eliminated. Ignoring resume loaded game." ) return debug ( "Resuming loaded game" ) if not saved_state_string : error ( "AI given empty state-string to resume from; this is expected if the AI is assigned to an empire " "previously run by a human, but is otherwise an error. AI will be set to Aggressive." ) aistate = create_new_aistate ( fo . aggression . aggressive ) aistate . session_start_cleanup ( ) else : try : # loading saved state aistate = load_aistate ( saved_state_string ) except Exception as e : # assigning new state aistate = create_new_aistate ( fo . aggression . aggressive ) aistate . session_start_cleanup ( ) error ( "Failed to load the AIstate from the savegame. The AI will" " play with a fresh AIstate instance with aggression level set" " to 'aggressive'. The behaviour of the AI may be different" " than in the original session. The error raised was: %s" % e , exc_info = True , ) _pre_game_start ( fo . getEmpire ( ) . empireID , aistate )