[Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1842396-no-tribe into lp:widelands

2019-09-06 Thread noreply
The proposal to merge lp:~widelands-dev/widelands/bug-1842396-no-tribe into 
lp:widelands has been updated.

Status: Needs review => Merged

For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/bug-1842396-no-tribe/+merge/372281
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1842396-no-tribe into lp:widelands

2019-09-06 Thread GunChleoc
Review: Approve

Thanks for fixing :)

@bunnybot merge
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[Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1842396-no-tribe into lp:widelands

2019-09-05 Thread bunnybot
Continuous integration builds have changed state:

Travis build 5391. State: passed. Details: 
https://travis-ci.org/widelands/widelands/builds/581403115.
Appveyor build 5161. State: success. Details: 
https://ci.appveyor.com/project/widelands-dev/widelands/build/_widelands_dev_widelands_bug_1842396_no_tribe-5161.
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1842396-no-tribe into lp:widelands

2019-09-05 Thread Notabilis
Sounds got to me, the changes are online.
Thanks for the reviews!
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1842396-no-tribe into lp:widelands

2019-09-05 Thread GunChleoc
I think we should fix all of them. How about sticking them into a new function 
bool has_players_tribe() in game_settings.h?
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1842396-no-tribe into lp:widelands

2019-09-04 Thread Notabilis
We could use
  if (UserSettings::highest_playernum() >= settings.playernum)
which is the check used inside of the throwing get_players_tribe() function to 
decide whether to throw.
I decided to catch the exception since that is what is done in the other two 
cases the function is used, but of course we could change those calls as well. 
The current fix is a copy of those other calls.
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1842396-no-tribe into lp:widelands

2019-09-04 Thread GunChleoc
Review: Approve

Thanks for fixing :)

Wouldn't it be better to use if(Widelands::tribe_exists(tribename)) rather than 
triggering the exception?
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[Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1842396-no-tribe into lp:widelands

2019-09-04 Thread bunnybot
Continuous integration builds have changed state:

Travis build 5387. State: failed. Details: 
https://travis-ci.org/widelands/widelands/builds/580833741.
Appveyor build 5157. State: success. Details: 
https://ci.appveyor.com/project/widelands-dev/widelands/build/_widelands_dev_widelands_bug_1842396_no_tribe-5157.
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[Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1842396-no-tribe into lp:widelands

2019-09-04 Thread Notabilis
Notabilis has proposed merging lp:~widelands-dev/widelands/bug-1842396-no-tribe 
into lp:widelands.

Commit message:
Fixing crash when no tribe is selected for a multiplayer client.


Requested reviews:
  Widelands Developers (widelands-dev)
Related bugs:
  Bug #1842396 in widelands: "Random tribes crash multiplayer client"
  https://bugs.launchpad.net/widelands/+bug/1842396

For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/bug-1842396-no-tribe/+merge/372281

Fixing a crash with showing loading screen tips when no tribe is selected for a 
multiplayer client.

Seems to be a copy&paste or refactoring bug: When creating the tips as a single 
player or multiplayer host, the check for the thrown exception is done.
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=== modified file 'src/network/gameclient.cc'
--- src/network/gameclient.cc	2019-08-28 06:12:07 +
+++ src/network/gameclient.cc	2019-09-04 17:13:59 +
@@ -149,10 +149,14 @@
  * Show progress dialog and load map or saved game.
  */
 InteractiveGameBase* GameClientImpl::init_game(GameClient* parent, UI::ProgressWindow* loader) {
-
-	const std::string& tribename = parent->get_players_tribe();
-	assert(Widelands::tribe_exists(tribename));
-	GameTips tips(*loader, {"general_game", "multiplayer", tribename});
+	std::vector tipstext;
+	tipstext.push_back("general_game");
+	tipstext.push_back("multiplayer");
+	try {
+		tipstext.push_back(parent->get_players_tribe());
+	} catch (GameSettingsProvider::NoTribe) {
+	}
+	GameTips tips(*loader, tipstext);
 
 	modal = loader;
 

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