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[Wesnoth-cvs-commits] wesnoth/src multiplayer_connect.cpp multiplayer...


From: Philippe Plantier
Subject: [Wesnoth-cvs-commits] wesnoth/src multiplayer_connect.cpp multiplayer...
Date: Sat, 19 Mar 2005 10:44:39 -0500

CVSROOT:        /cvsroot/wesnoth
Module name:    wesnoth
Branch:         
Changes by:     Philippe Plantier <address@hidden>      05/03/19 15:44:39

Modified files:
        src            : multiplayer_connect.cpp multiplayer_wait.cpp 

Log message:
        * Fixed bug #12347 : multiplayer replays don't work
        * Fixed multiplayer saves made by the client not having the scenario 
name by default.

CVSWeb URLs:
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/src/multiplayer_connect.cpp.diff?tr1=1.125&tr2=1.126&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/src/multiplayer_wait.cpp.diff?tr1=1.14&tr2=1.15&r1=text&r2=text

Patches:
Index: wesnoth/src/multiplayer_connect.cpp
diff -u wesnoth/src/multiplayer_connect.cpp:1.125 
wesnoth/src/multiplayer_connect.cpp:1.126
--- wesnoth/src/multiplayer_connect.cpp:1.125   Fri Mar 18 21:21:48 2005
+++ wesnoth/src/multiplayer_connect.cpp Sat Mar 19 15:44:39 2005
@@ -1,4 +1,4 @@
-/* $Id: multiplayer_connect.cpp,v 1.125 2005/03/18 21:21:48 ydirson Exp $ */
+/* $Id: multiplayer_connect.cpp,v 1.126 2005/03/19 15:44:39 gruikya Exp $ */
 /*
    Copyright (C) 
    Part of the Battle for Wesnoth Project http://www.wesnoth.org
@@ -565,20 +565,23 @@
                itor->resolve_random();
        }
 
-       // FIXME: This is to be reviewed!
-       recorder.set_save_info(state_);
-       recorder.set_skip(-1);
-       level_.clear_children("replay");
-       state_.snapshot = level_;
-       state_.players.clear();
-
        config lock;
        lock.add_child("stop_updates");
        network::send_data(lock);
 
+       // Replays the level
+       recorder.set_save_info(state_);
+       recorder.set_skip(-1);
+       level_.clear_children("replay");
+
        // Re-sends the whole level
        update_and_send_diff();
 
+       // This must be done after updating level_
+       state_.snapshot = level_;
+       state_.starting_pos = level_;
+       state_.players.clear();
+
        config cfg;
        cfg.add_child("start_game");
        network::send_data(cfg);
@@ -937,7 +940,7 @@
 
        state_.label = level_["name"];
        state_.players.clear();
-       state_.scenario = params_.name;
+       level_["scenario"] = state_.scenario = params_.name;
        state_.campaign_type = "multiplayer";
 
        if(!params_.saved_game) 
Index: wesnoth/src/multiplayer_wait.cpp
diff -u wesnoth/src/multiplayer_wait.cpp:1.14 
wesnoth/src/multiplayer_wait.cpp:1.15
--- wesnoth/src/multiplayer_wait.cpp:1.14       Fri Mar 18 21:21:48 2005
+++ wesnoth/src/multiplayer_wait.cpp    Sat Mar 19 15:44:39 2005
@@ -1,4 +1,4 @@
-/* $Id: multiplayer_wait.cpp,v 1.14 2005/03/18 21:21:48 ydirson Exp $ */
+/* $Id: multiplayer_wait.cpp,v 1.15 2005/03/19 15:44:39 gruikya Exp $ */
 /*
    Copyright (C) 
    Part of the Battle for Wesnoth Project http://www.wesnoth.org
@@ -287,7 +287,10 @@
        }
 
        LOG_NW << "starting game\n";
+
        state_.campaign_type = "multiplayer";
+       state_.label = level_["name"];
+       state_.scenario = level_["scenario"];
        state_.starting_pos = level_;
        state_.snapshot = level_;
        state_.players.clear();




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