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:
parent
7970552244
commit
6221971368
3 changed files with 12 additions and 2 deletions
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@ -15,6 +15,10 @@ Version 1.12.0+dev:
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files.
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* Language and i18n:
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* Updated translations: Portuguese
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* Multiplayer:
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* Fixed the Set Password option during game creation not having an effect
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due to a misplaced WML attribute in the client's command for the server
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(bug #23015).
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* WML engine:
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* Fixed nested macros emitting incorrect bindings to the default 'wesnoth'
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textdomain at the end of a substitution instead of the parent textdomain,
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@ -6,10 +6,16 @@ Version 1.12.0+dev:
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* Campaigns:
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* Liberty:
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* Fixed possibility of no viable routes around guards in 'Hide and Seek'.
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* Language and i18n:
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* Updated translations: Portuguese.
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* Multiplayer:
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* Fixed the Set Password option during game creation not having an effect
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due to a misplaced WML attribute in the client's command for the server
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(bug #23015).
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Version 1.12.0:
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* Language and i18n:
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* Updated translations: German, Russian.
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@ -189,7 +189,7 @@ connect_engine::connect_engine(game_display& disp, game_state& state,
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config& create_game = response.add_child("create_game");
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create_game["name"] = params_.name;
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if (params_.password.empty() == false) {
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response["password"] = params_.password;
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create_game["password"] = params_.password;
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}
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} else {
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response.add_child("update_game");
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