[wesnoth-commits] [wesnoth/wesnoth] ef2db5: pull remote user input even if we are doing a loca...
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Sat Mar 31 00:25:45 UTC 2018
Branch: refs/heads/1.14
Home: https://github.com/wesnoth/wesnoth
Commit: ef2db5650cf03ef1e0e3f697018c69fa01347dd0
https://github.com/wesnoth/wesnoth/commit/ef2db5650cf03ef1e0e3f697018c69fa01347dd0
Author: gfgtdf <daniel.gfgtdf at gmail.com>
Date: 2018-03-31 (Sat, 31 Mar 2018)
Changed paths:
M src/synced_user_choice.cpp
Log Message:
-----------
pull remote user input even if we are doing a local choice.
this mainly effects wesnoth.synchronize_choices:
previously the client would not process incoming choices from other
players while it was exeucting its own local choice (usually a dialog).
The problem this commit fixes is that with the old behaviour any choice
from another player would block the incoming queue, in particular
chatmessages after that command would be delayed until the
wesnoth.synchronize_choices is finished.
Commit: 4cd98821a936aa526f633b9927c61e50ae08a25a
https://github.com/wesnoth/wesnoth/commit/4cd98821a936aa526f633b9927c61e50ae08a25a
Author: gfgtdf <daniel.gfgtdf at gmail.com>
Date: 2018-03-31 (Sat, 31 Mar 2018)
Changed paths:
M src/replay.cpp
Log Message:
-----------
treat local choices as like sycned contexts in replay.cpp
this makes more sense as the game cannot handle sycned commands while
executing local choices. It also fixes an OOS in
wesnoth.synchronize_choices
Compare: https://github.com/wesnoth/wesnoth/compare/ae332bf8b1a8...4cd98821a936
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