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attempting to chat during [delay] in a start event blocks the game #1857
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Ok i investigated this issue, and it seem like when you chat the chatmessage is put on the replay so that then at https://github.com/wesnoth/wesnoth/blob/1.13.8/src/play_controller.cpp#L412 the condition replay_->at_end() is false so that the side is never initiated. |
the `replay_->at_end()` check was added in 81b6c3a and is not needed anymore after 9ca6678 This also removes the `gamestate().gamedata_.phase() != game_data::PLAY` check which was previously there to fix the case when a [change_controller] was received while waiting for a serversided random seed during a start event. But that's not needed anymore after 11daa51 since now the client doesn't anymore call maybe_do_init_side whenever he reveives a [change_controller]
since this still quite the corner case, i'll set this for 1.14 (meanign it doesn't block 1.13.9) |
See #1857 This commit does 2 things: 1) Ensure that if the replay pos was at_end before a speak was added it will still be at end after the speak was added, fixes the mentioned assertion failure. 2) Make unsyced map_labels use the same logic as speak, this fixes OOS issues when the 'back to turn' mp feature was used in mp, since previously adding map labels while watching a mp replay (is the really possible? not 100% sure) might cause mismatches of replay_pos of other savegames with the current replay data.
This is probably fixed by d08f402, still have to test it |
ok tested that this is fixed |
Is #1856 fixed too, then? |
it isn't |
i just tested with an addon that does
when you now enter a chat message from player 1 during thay [delay] the follwing happens:
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