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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Review: Approve
Thanks for fixing :)
@bunnybot merge
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https://code.launchpad.net/~widelands-dev/widelands/bug-1842396-no-tribe/+merge/372281
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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_184239
Sounds got to me, the changes are online.
Thanks for the reviews!
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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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lp:~widelands-dev/widelands
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 cours
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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lp:~wi
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_184239
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
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