URL:
<http://gna.org/bugs/?21778>
Summary: Parser/preprocessor errors when loading a campaign
result in misleading "Unknown scenario" error
Project: Battle for Wesnoth
Submitted by: shadowmaster
Submitted on: Mon 10 Mar 2014 03:15:35 AM CLST
Category: Feature Request
Severity: 3 - Normal
Priority: 5 - Normal
Item Group: User Interface
Status: None
Privacy: Public
Assigned to: shadowmaster
Originator Email:
Open/Closed: Open
Discussion Lock: Any
Release: *
Operating System: *
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Details:
Whenever Wesnoth is unable to load the WML for an add-on that provides a
campaign that's being started or reloaded, an "Unknown scenario" error message
appears after the parser/preprocessor error report.
Past experience shows that users and novice WML coders may not necessarily
understand the correlation between both failure symptoms, and may in fact
overlook the parser/preprocessor error report.
The problem with this is that the "Unknown scenario" error may in fact appear
in a normal situation where e.g. a [scenario] id has changed and the
[campaign] first_scenario attribute or the scenario id in a saved game hasn't
been updated accordingly.
Ideally, when starting/loading a game, we should quit immediately after the
add-on it requires has failed to load. This situation could be detected by
checking for the absence of the [campaign] definition the game requires _and_
whether any WML load errors occurred before getting to that stage. The problem
with this approach is that this may lead to situations where the [campaign]
definition is truly missing and the WML load errors are in a different add-on
(there's no way to know from the engine's PoV which add-on is _expected_ to
define a [campaign]).
This requires some additional thought before moving onto the implementation
phase. I'm filing this feature request mostly as a reminder for myself.
_______________________________________________________
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<http://gna.org/bugs/?21778>
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