Update of bug #13268 (project wesnoth):
Open/Closed:Open = Closed
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Follow-up Comment #6, bug #13268 (project wesnoth):
I attached a new version of the patch: fixed the comment and added a
changelog entry.
(file #5719)
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Additional Item Attachment:
File name: undo_dismiss_revised.patch Size:4 KB
Follow-up Comment #3, bug #13268 (project wesnoth):
OK, a few remarks:
1.
delete_recall_unit::button_pressed clears the complete redo_stack. I'd rather
erase the last element instead. Or is there another reason for that?
2.
It looks like the logic for undo and redo is switched. Undo should
Follow-up Comment #4, bug #13268 (project wesnoth):
Thanks for the remarks.
1.
redo equals re-erasing (dismissing) a unit from recall_list. This has the
potential to mess up recall_list if you undo a dismissal, manually dismiss
the unit again and then hit redo. This way you get a dismissal of
Follow-up Comment #5, bug #13268 (project wesnoth):
Ah, i see. Was barking up the wrong tree obviously, as i thought dismissing a
unit is putting a unit in-game back into the recall list.
Never mind, then :-)
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Follow-up Comment #2, bug #13268 (project wesnoth):
I have fixed the bug I described in comment #1.
The source of the bug was that dismissals were stored in the replay, but not
in the undo stack of menu_events, hence a sequence of undos/redos and
dismissals could mess up the replay.
Dismissals
Follow-up Comment #1, bug #13268 (project wesnoth):
I have found a reproducable bug that might be related or even the source of
this. A combination of undos/redos and dismissal can yield a corrupted
replay:
Perform some action (e.g., recall or move a unit), then open the recall
window, dismiss
URL:
http://gna.org/bugs/?13268
Summary: save corruption through undo/redo of recalls
Project: Battle for Wesnoth
Submitted by: soliton
Submitted on: Thursday 03/26/2009 at 23:34
Category: Bug
Severity: 3
Update of bug #13268 (project wesnoth):
Assigned to:None = jhinrichs
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