mp: Fix game password being sent under the wrong parent node (bug #23015)

The password was sent under the client message's root node, rather than
the [create_game] subnode where the MP server expects to find the
password. This caused games created by affected clients to always lack a
join password.

This bug was presumably introduced by commit
13e22fd6f1 (1.11.6+dev).
This commit is contained in:
Ignacio R. Morelle 2014-12-21 23:16:40 -03:00
parent 7970552244
commit 6221971368
3 changed files with 12 additions and 2 deletions

View file

@ -15,6 +15,10 @@ Version 1.12.0+dev:
files.
* Language and i18n:
* Updated translations: Portuguese
* Multiplayer:
* Fixed the Set Password option during game creation not having an effect
due to a misplaced WML attribute in the client's command for the server
(bug #23015).
* WML engine:
* Fixed nested macros emitting incorrect bindings to the default 'wesnoth'
textdomain at the end of a substitution instead of the parent textdomain,

View file

@ -6,10 +6,16 @@ Version 1.12.0+dev:
* Campaigns:
* Liberty:
* Fixed possibility of no viable routes around guards in 'Hide and Seek'.
* Language and i18n:
* Updated translations: Portuguese.
* Multiplayer:
* Fixed the Set Password option during game creation not having an effect
due to a misplaced WML attribute in the client's command for the server
(bug #23015).
Version 1.12.0:
* Language and i18n:
* Updated translations: German, Russian.

View file

@ -189,7 +189,7 @@ connect_engine::connect_engine(game_display& disp, game_state& state,
config& create_game = response.add_child("create_game");
create_game["name"] = params_.name;
if (params_.password.empty() == false) {
response["password"] = params_.password;
create_game["password"] = params_.password;
}
} else {
response.add_child("update_game");