fix an assertion when reloading an mp game
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101e9911a2
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b34dc86e37
2 changed files with 5 additions and 3 deletions
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@ -138,7 +138,9 @@ void playmp_controller::play_human_turn()
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if(undo_stack_->can_undo()) {
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// If we reload a networked mp game we cannot undo moves made before the save
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// Becasue other players already received them
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synced_context::run_and_store("update_shroud", replay_helper::get_update_shroud());
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if(!current_team().auto_shroud_updates()) {
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synced_context::run_and_store("update_shroud", replay_helper::get_update_shroud());
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}
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undo_stack_->clear();
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}
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if (!preferences::disable_auto_moves()) {
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@ -148,8 +148,8 @@ bool synced_context::run_in_synced_context_if_not_already(const std::string& com
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void synced_context::default_error_function(const std::string& message, bool /*heavy*/)
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{
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ERR_REPLAY << "Very strange Error during synced execution " << message;
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assert(false && "Very strange Error during synced execution");
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ERR_REPLAY << "Unexpected Error during synced execution" << message << std::endl;
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assert(!"Unexpected Error during synced execution, more info in stderr.");
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}
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void synced_context::just_log_error_function(const std::string& message, bool /*heavy*/)
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