Revert #4188 and its fixup #4230

Fixes #4238 (which called for this revert)
Fixes #4240 (regression in #4188)
Reopens #4187

* Revert "fixup! Show the turn dialog before updating the GUI for the incoming player."

This reverts commit 511553ddd4.

* Revert "changelog: Add #4187"

This reverts commit dada4e1826.

* Revert "Show the turn dialog before updating the GUI for the incoming player."

This reverts commit 21ec7963ef.
This commit is contained in:
josteph 2019-08-16 14:47:33 +00:00
parent 511553ddd4
commit 612a913230
6 changed files with 4 additions and 9 deletions

View file

@ -201,9 +201,6 @@
* It wasn't possible to view unit descriptions of units that would be
fogged or shrouded in three cases: during replays, in MP linger mode,
and in MP when one is the host but doesn't play. (issue #3687)
* In multiplayer hotseat games, the turn dialog is now shown before updating the
minimap, main map, healing and auras to the incoming player's view. (issue #4187,
PR #4188)
### Units
* Add new Water Serpent portrait

View file

@ -1217,10 +1217,6 @@ void play_controller::play_turn()
// If a side is empty skip over it.
if (!current_team().is_empty()) {
// Show the turn dialog now, before the minimap is redrawn and before healing is animated.
if(current_team().is_local_human() && current_team().is_proxy_human() && !is_replay()) {
show_turn_dialog();
}
init_side_begin();
if(gamestate_->init_side_done()) {
// This is the case in a reloaded game where the side was initialized before saving the game.

View file

@ -304,7 +304,6 @@ protected:
void fire_start();
void start_game();
virtual void init_gui();
virtual void show_turn_dialog() {}
void finish_side_turn();
void finish_turn(); //this should not throw an end turn or end level exception
bool enemies_visible() const;

View file

@ -122,6 +122,7 @@ void playmp_controller::play_human_turn()
const std::unique_ptr<countdown_clock> timer(saved_game_.mp_settings().mp_countdown
? new countdown_clock(current_team())
: nullptr);
show_turn_dialog();
if(undo_stack().can_undo()) {
// If we reload a networked mp game we cannot undo moves made before the save
// because other players already received them

View file

@ -458,6 +458,8 @@ void playsingle_controller::execute_gotos()
}
void playsingle_controller::play_human_turn() {
show_turn_dialog();
if (!preferences::disable_auto_moves()) {
execute_gotos();
}

View file

@ -65,7 +65,7 @@ public:
protected:
virtual void play_side_impl() override;
void before_human_turn();
virtual void show_turn_dialog() override;
void show_turn_dialog();
void execute_gotos();
virtual void play_human_turn();
virtual void after_human_turn();