[Commits] [wesnoth/wesnoth] 5d80bb: don't call user_interace during screenlock
GitHub
noreply at github.com
Wed Apr 23 21:51:59 UTC 2014
Branch: refs/heads/master
Home: https://github.com/wesnoth/wesnoth
Commit: 5d80bbb5b1eb25f739a8b4cbc0b298ff54cb6d12
https://github.com/wesnoth/wesnoth/commit/5d80bbb5b1eb25f739a8b4cbc0b298ff54cb6d12
Author: gfgtdf <f492343 at rmqkr.net>
Date: 2014-04-23 (Wed, 23 Apr 2014)
Changed paths:
M src/synced_context.cpp
Log Message:
-----------
don't call user_interace during screenlock
Commit: 2afa9a1e7b569fc37932613bb89df7654ccb3b78
https://github.com/wesnoth/wesnoth/commit/2afa9a1e7b569fc37932613bb89df7654ccb3b78
Author: gfgtdf <f492343 at rmqkr.net>
Date: 2014-04-23 (Wed, 23 Apr 2014)
Changed paths:
M src/actions/create.cpp
Log Message:
-----------
don't use sycned checkup for wml things
i think it's better if we seperate wml things from core things here. Not
that it casues OOS or similar, but because it makes things easier.
Commit: e2d6cff5fc9ea50f67b858ddf08997e5768756cf
https://github.com/wesnoth/wesnoth/commit/e2d6cff5fc9ea50f67b858ddf08997e5768756cf
Author: gfgtdf <f492343 at rmqkr.net>
Date: 2014-04-23 (Wed, 23 Apr 2014)
Changed paths:
M src/actions/create.cpp
Log Message:
-----------
remove a checksum
we already do a checksum in place_recruit so we don't need this one.
Commit: a8a24fc7dfc0d1a6c4a4b292020bb2ed19d7b528
https://github.com/wesnoth/wesnoth/commit/a8a24fc7dfc0d1a6c4a4b292020bb2ed19d7b528
Author: gfgtdf <f492343 at rmqkr.net>
Date: 2014-04-23 (Wed, 23 Apr 2014)
Changed paths:
M src/mp_game_utils.cpp
M src/playcampaign.cpp
Log Message:
-----------
fix 21866
Commit: ba4de565c50469f1d3a5166b58ca2f08847d87aa
https://github.com/wesnoth/wesnoth/commit/ba4de565c50469f1d3a5166b58ca2f08847d87aa
Author: gfgtdf <f492343 at rmqkr.net>
Date: 2014-04-23 (Wed, 23 Apr 2014)
Changed paths:
M src/display.cpp
M src/synced_context.cpp
M src/synced_context.hpp
Log Message:
-----------
leave the synced context for drawing
if we call draw during the synced context we don't want that possible
calls of rng during the draw confuse the rng. This can for example happen
if someone uses the rng in a SUF for an ability.
Commit: 55aaf19c99ac9aebb450b9c7baeab409ed3b1f81
https://github.com/wesnoth/wesnoth/commit/55aaf19c99ac9aebb450b9c7baeab409ed3b1f81
Author: gfgtdf <f492343 at rmqkr.net>
Date: 2014-04-23 (Wed, 23 Apr 2014)
Changed paths:
M src/replay.cpp
M src/replay.hpp
Log Message:
-----------
add replay::add_start_if_not_there_yet
the intention is to fix 21927 in a later patch
Commit: 5b669472fedc97516d0ea22257aca60b9a862851
https://github.com/wesnoth/wesnoth/commit/5b669472fedc97516d0ea22257aca60b9a862851
Author: gfgtdf <f492343 at rmqkr.net>
Date: 2014-04-23 (Wed, 23 Apr 2014)
Changed paths:
M src/replay.cpp
M src/replay_controller.cpp
Log Message:
-----------
fix 21926
we now add a [start] in replays if there is none.
Commit: 552b751731b73b0f06c297c46f1d0aefcc71dbac
https://github.com/wesnoth/wesnoth/commit/552b751731b73b0f06c297c46f1d0aefcc71dbac
Author: gfgtdf <f492343 at rmqkr.net>
Date: 2014-04-23 (Wed, 23 Apr 2014)
Changed paths:
M src/callable_objects.hpp
M src/unit.cpp
Log Message:
-----------
fix 21909
previously we passed a temporary object and saved a reference to it in
unit_callable contructor. Leading to sefaults and undefined bahaviour.
Commit: 3f9c7ac22adcd3f0ba177aa16b4b7ec6749eb27f
https://github.com/wesnoth/wesnoth/commit/3f9c7ac22adcd3f0ba177aa16b4b7ec6749eb27f
Author: gfgtdf <f492343 at rmqkr.net>
Date: 2014-04-23 (Wed, 23 Apr 2014)
Changed paths:
M src/scripting/lua.cpp
Log Message:
-----------
fix a segfault in lua_function in SUF
i dont know the exact reason, but with the previous implementation i got
a sefault appearing randomly at programm closing.
Commit: a6dbc04ec89e819a2a25c2bf18570c748b936650
https://github.com/wesnoth/wesnoth/commit/a6dbc04ec89e819a2a25c2bf18570c748b936650
Author: gfgtdf <f492343 at rmqkr.net>
Date: 2014-04-23 (Wed, 23 Apr 2014)
Changed paths:
M src/synced_commands.cpp
Log Message:
-----------
fix wml menu events
i accidently typed "source" instead of "last_select" with the result, that wml menu event always caused a select event to be executed.
Commit: 10aa171d0bb48a2441a5f5c143c7ce6ab87d69bc
https://github.com/wesnoth/wesnoth/commit/10aa171d0bb48a2441a5f5c143c7ce6ab87d69bc
Author: gfgtdf <f492343 at rmqkr.net>
Date: 2014-04-23 (Wed, 23 Apr 2014)
Changed paths:
M src/play_controller.cpp
Log Message:
-----------
always allow SAVE_REPLAY
We diallow save game during action because that would lead to broken saves, but this is not true for save_replay.
If, for some reason, we get stuck inside a an action we cannot save the game, with this we can at least save the replay in this case and create a vaild save with the 'replaying + saving durign replay' strategy.
Commit: 8dee1f340cf77e129e21a09a538ad4e87e62f7b5
https://github.com/wesnoth/wesnoth/commit/8dee1f340cf77e129e21a09a538ad4e87e62f7b5
Author: gfgtdf <f492343 at rmqkr.net>
Date: 2014-04-23 (Wed, 23 Apr 2014)
Changed paths:
M src/play_controller.cpp
M src/playmp_controller.cpp
M src/playsingle_controller.cpp
Log Message:
-----------
fix 21933
durign human turns, we now use check_victory which impied check_end_level, just like we du during ai turns.
I think actions having different when invoked by ai can never be the intended behaviour.
we also set tm->set_lost() before calling check_turn_end to that the lost_ value is also correct when ending with [endlevel]
Commit: 386d45aa06fb6921e397b45d877bfadf432553d0
https://github.com/wesnoth/wesnoth/commit/386d45aa06fb6921e397b45d877bfadf432553d0
Author: gfgtdf <f492343 at rmqkr.net>
Date: 2014-04-23 (Wed, 23 Apr 2014)
Changed paths:
M src/actions/move.cpp
Log Message:
-----------
add a check_victory after moves.
perviously it was possible that a moveto event removed units and we didnt get victory/defeat.
Commit: fa21189bdd70521232b124b2385abafa3753574a
https://github.com/wesnoth/wesnoth/commit/fa21189bdd70521232b124b2385abafa3753574a
Author: gfgtdf <tischpapier at gmail.com>
Date: 2014-04-23 (Wed, 23 Apr 2014)
Changed paths:
M src/gamestatus.hpp
Log Message:
-----------
add a comment in gamestatus.hpp
Commit: c30439a1c6a64e0f403833c967b18069331aceac
https://github.com/wesnoth/wesnoth/commit/c30439a1c6a64e0f403833c967b18069331aceac
Author: gfgtdf <f492343 at rmqkr.net>
Date: 2014-04-23 (Wed, 23 Apr 2014)
Changed paths:
M data/campaigns/Legend_of_Wesmere/scenarios/chapter2/04_The_Elvish_Treasury.cfg
M data/campaigns/Legend_of_Wesmere/scenarios/chapter3/09_Bounty_Hunters.cfg
M data/campaigns/Legend_of_Wesmere/scenarios/chapter4/13_News_from_the_Front.cfg
M data/campaigns/Legend_of_Wesmere/scenarios/chapter4/14_Human_Alliance.cfg
Log Message:
-----------
LoW: Initialize units in start events
previously this was done in side 1 turn 1 events because start events
wasn't synced.
After the fix for 21933 players now loose when they have no units after
start events, so we need to do this in a start event.
replacing check_victory with check_end_level after start events in
play_controller.cpp line 572 doesn't work because we still have the
check_victory in playmp_controller when waiting
for remote packages, that check_victory is needed in order to sync the
behavior of ai turns which calls check_victory after every action on the
local client.
Commit: df9303006ac772232ae35b131742a17070c04fb5
https://github.com/wesnoth/wesnoth/commit/df9303006ac772232ae35b131742a17070c04fb5
Author: gfgtdf <f492343 at rmqkr.net>
Date: 2014-04-23 (Wed, 23 Apr 2014)
Changed paths:
M src/playcampaign.cpp
M src/playmp_controller.cpp
Log Message:
-----------
fix abort in wait_for_upload
Commit: b3c94dd51fe6e06b5efe0fb34678a19641fd99d5
https://github.com/wesnoth/wesnoth/commit/b3c94dd51fe6e06b5efe0fb34678a19641fd99d5
Author: gfgtdf <f492343 at rmqkr.net>
Date: 2014-04-23 (Wed, 23 Apr 2014)
Changed paths:
M src/playmp_controller.cpp
M src/playturn_network_adapter.cpp
M src/playturn_network_adapter.hpp
Log Message:
-----------
fixup wait_for_upload
Commit: a726e6220dad82bfac394b2738b0b1942272fc83
https://github.com/wesnoth/wesnoth/commit/a726e6220dad82bfac394b2738b0b1942272fc83
Author: gfgtdf <f492343 at rmqkr.net>
Date: 2014-04-23 (Wed, 23 Apr 2014)
Changed paths:
M src/synced_context.cpp
Log Message:
-----------
make network::error get through lua
by creating a tlua_jailbreak_exception of version network::error.
Commit: 6e9c234b481ef8cf1a7e0d8ce2b8c782a1927e17
https://github.com/wesnoth/wesnoth/commit/6e9c234b481ef8cf1a7e0d8ce2b8c782a1927e17
Author: gfgtdf <f492343 at rmqkr.net>
Date: 2014-04-23 (Wed, 23 Apr 2014)
Changed paths:
M src/synced_checkup.cpp
Log Message:
-----------
rename replay [checkup] tags to [result]
before it looked like this:
[checkup]
[checkup]
a=b
[/checkup]
[checkup]
c=d
[/checkup]
[/checkup]
now it looks like:
[checkup]
[result]
a=b
[/result]
[result]
c=d
[/result]
[/checkup]
Commit: b5fa39ab9d937e8b786ea3f04095ced2c023ec62
https://github.com/wesnoth/wesnoth/commit/b5fa39ab9d937e8b786ea3f04095ced2c023ec62
Author: gfgtdf <f492343 at rmqkr.net>
Date: 2014-04-23 (Wed, 23 Apr 2014)
Changed paths:
M src/replay.cpp
Log Message:
-----------
more robust replaying
instead of giving an assertion error after the OOS message we now
1) ignore dependent comments when we find them but didn't expect them
2) save commands for later when we find them while expecting another
dependent command. In this case we try to get a correct dependent
command by querying the user.
after we showed the OOS message ofc.
Commit: 35f781d428aed486752d65d01624d9a236a363d5
https://github.com/wesnoth/wesnoth/commit/35f781d428aed486752d65d01624d9a236a363d5
Author: gfgtdf <f492343 at rmqkr.net>
Date: 2014-04-23 (Wed, 23 Apr 2014)
Changed paths:
M src/playmp_controller.cpp
Log Message:
-----------
fix 21903
it's now impossible for non hosts to advance to the next scenario before
the host does, this is the intended behavior which didn't work before
because the hotkeys system automaticly sets the endturnbutton enabled if
can_execute_command(turn_info::HOTKEY_ENDTURN) == true.
We also make the clients end linger mode immediately when they receive a
PROCESS_END_LINGER, to prevent receiving data of the next scenario while we are not playing it.
Commit: 1135c2bedf7ba36081394b84ffdf8476c0d0f878
https://github.com/wesnoth/wesnoth/commit/1135c2bedf7ba36081394b84ffdf8476c0d0f878
Author: gfgtdf <f492343 at rmqkr.net>
Date: 2014-04-23 (Wed, 23 Apr 2014)
Changed paths:
M src/play_controller.cpp
M src/playmp_controller.cpp
Log Message:
-----------
partly revert e454252f218b
this should restore the behaviour that players don't loose if they have
no units left after the start event. Because it wasn't tested enough.
Note, that in most cases we don't need the check_victory in
playmp_controller::play_network_turn because we have a check_victory()
in the end in run_in_sycned_command
Commit: e307114fd1a445c25e7ecf0ad79a05a77ab3e26a
https://github.com/wesnoth/wesnoth/commit/e307114fd1a445c25e7ecf0ad79a05a77ab3e26a
Author: gfgtdf <f492343 at rmqkr.net>
Date: 2014-04-23 (Wed, 23 Apr 2014)
Changed paths:
M src/actions/move.cpp
M src/ai/actions.cpp
M src/synced_context.cpp
M src/synced_context.hpp
Log Message:
-----------
enable sycned ai actions during synced actions
we now call a new function run_in_synced_context_if_not_already instead of
run_in_synced_context in ai actions becasue we want to be able to invoke these
functions from inside a synced context. run_in_synced_context_if_not_already
runs the function directy if already inside a synced context. Otherwise it
calls run_in_synced_context.
Commit: 74047bd70cc3677a60faf8dcbb4839ad176f43b8
https://github.com/wesnoth/wesnoth/commit/74047bd70cc3677a60faf8dcbb4839ad176f43b8
Author: gfgtdf <f492343 at rmqkr.net>
Date: 2014-04-23 (Wed, 23 Apr 2014)
Changed paths:
M src/synced_context.cpp
Log Message:
-----------
better error message
Commit: a343d3a1f4d68c69c8172846e65c76f436262024
https://github.com/wesnoth/wesnoth/commit/a343d3a1f4d68c69c8172846e65c76f436262024
Author: gfgtdf <f492343 at rmqkr.net>
Date: 2014-04-23 (Wed, 23 Apr 2014)
Changed paths:
M src/replay.cpp
Log Message:
-----------
more robust replaying
Commit: 80bdd5a20b2d57303c2b2fd5599dd59328955497
https://github.com/wesnoth/wesnoth/commit/80bdd5a20b2d57303c2b2fd5599dd59328955497
Author: gfgtdf <f492343 at rmqkr.net>
Date: 2014-04-23 (Wed, 23 Apr 2014)
Changed paths:
M src/synced_context.cpp
Log Message:
-----------
more robust replaying
Commit: bf1eb2eef023583c634712bd737883072905fdbe
https://github.com/wesnoth/wesnoth/commit/bf1eb2eef023583c634712bd737883072905fdbe
Author: gfgtdf <f492343 at rmqkr.net>
Date: 2014-04-23 (Wed, 23 Apr 2014)
Changed paths:
M src/config_assign.cpp
M src/config_assign.hpp
Log Message:
-----------
use template for config_assign
this removes code dublication,
Commit: 8a998964accb769a46bc4789b358cc600bc5fcc2
https://github.com/wesnoth/wesnoth/commit/8a998964accb769a46bc4789b358cc600bc5fcc2
Author: gfgtdf <f492343 at rmqkr.net>
Date: 2014-04-23 (Wed, 23 Apr 2014)
Changed paths:
M src/playmp_controller.cpp
M src/playturn_network_adapter.cpp
M src/playturn_network_adapter.hpp
Log Message:
-----------
use boost::ref in boost::bind
Commit: 0da97266da14472b2df65131c05fb45b03eb9f6c
https://github.com/wesnoth/wesnoth/commit/0da97266da14472b2df65131c05fb45b03eb9f6c
Author: gfgtdf <f492343 at rmqkr.net>
Date: 2014-04-23 (Wed, 23 Apr 2014)
Changed paths:
M src/log.cpp
Log Message:
-----------
add code for precise timestamps in log
the code is not used yet, You can set precise_timestamp= true to use it.
Compare: https://github.com/wesnoth/wesnoth/compare/b3bb4514d663...0da97266da14
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