pull remote user input even if we are doing a local choice.
this mainly effects wesnoth.synchronize_choices: previously the client would not process incoming choices from other players while it was exeucting its own local choice (usually a dialog). The problem this commit fixes is that with the old behaviour any choice from another player would block the incoming queue, in particular chatmessages after that command would be delayed until the wesnoth.synchronize_choices is finished.
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1 changed files with 1 additions and 1 deletions
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@ -424,7 +424,7 @@ std::map<int, config> user_choice_manager::get_user_choice_internal(const std::s
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void user_choice_manager::process(events::pump_info&)
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{
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if(waiting())
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if(!oos_ && !finished())
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{
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pull();
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}
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