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Describe the bug
The gamehost translates the player name of computer players. This name is transmitted to the clients.
馃憤 This makes sense because then all players talk about the same players (with the same name and numbers).
馃憥 But this does not make sense because this mixes languages when host and client do not have the same locale.
bad case for 馃憥 : Your host has Arabic (or any other language with special letters) configured as language. You join from a computer showing English. Now you see Arabic letters as player name for computer players. Doing diplomacy like this is quite confusing. As developer: The host has set a player name with non-ascii letters, which is not allowed as typed player names.
To reproduce
Steps to reproduce the behaviour:
Start widelands with arabic language setting (LANG=ar widelands in a shell or ...)
Type p for a local network game
Prepare a game to host (select a map)
Start another instance of widelands with normal language setting (can be on the same computer)
Type p for a local network game
Choose the game on the left and confirm with OK (or double click)
Go Back on the first game instance (the Arabic one)
Start the game
Go to the second game instance (the english one)
Open the diplomacy dialogue
It shows Latin and Arabic letters 馃槻
Expected behavior
Not sure what is best to happen. Translating results in text with mixed language if it is done on the host. If it is done on the client it results in different player names (plus different numbers in case of name conflicts in some locales).
Maybe not translating computer player names ("Computer 1" for all languages)?
no problem, as long as random maps do not work for network games (in case this is the dialogue for editing only, no problem probably anyway): src/editor/ui_menus/main_menu_random_map.cc
The text was updated successfully, but these errors were encountered:
Describe the bug
The gamehost translates the player name of computer players. This name is transmitted to the clients.
馃憤 This makes sense because then all players talk about the same players (with the same name and numbers).
馃憥 But this does not make sense because this mixes languages when host and client do not have the same locale.
bad case for 馃憥 : Your host has Arabic (or any other language with special letters) configured as language. You join from a computer showing English. Now you see Arabic letters as player name for computer players. Doing diplomacy like this is quite confusing. As developer: The host has set a player name with non-ascii letters, which is not allowed as typed player names.
To reproduce
Steps to reproduce the behaviour:
Start widelands with arabic language setting (
LANG=ar widelands
in a shell or ...)Type p for a local network game
Prepare a game to host (select a map)
Start another instance of widelands with normal language setting (can be on the same computer)
Type p for a local network game
Choose the game on the left and confirm with OK (or double click)
Go Back on the first game instance (the Arabic one)
Start the game
Go to the second game instance (the english one)
Open the diplomacy dialogue
It shows Latin and Arabic letters 馃槻
Expected behavior
Not sure what is best to happen. Translating results in text with mixed language if it is done on the host. If it is done on the client it results in different player names (plus different numbers in case of name conflicts in some locales).
Maybe not translating computer player names ("Computer 1" for all languages)?
Version:
Additional context
The gamehost sets the name here:
src/network/gamehost.cc
no problem, as long as random maps do not work for network games (in case this is the dialogue for editing only, no problem probably anyway):
src/editor/ui_menus/main_menu_random_map.cc
The text was updated successfully, but these errors were encountered: