[Wesnoth-bugs] [bug #13268] save corruption through undo/redo of recalls

2009-09-28 Thread Guillaume Melquiond
Update of bug #13268 (project wesnoth): Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?13268 ___ Message posté

[Wesnoth-bugs] [bug #13268] save corruption through undo/redo of recalls

2009-04-28 Thread Eugen Jiresch
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) ___ Additional Item Attachment: File name: undo_dismiss_revised.patch Size:4 KB

[Wesnoth-bugs] [bug #13268] save corruption through undo/redo of recalls

2009-04-26 Thread Jörg Hinrichs
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

[Wesnoth-bugs] [bug #13268] save corruption through undo/redo of recalls

2009-04-26 Thread Eugen Jiresch
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

[Wesnoth-bugs] [bug #13268] save corruption through undo/redo of recalls

2009-04-26 Thread Jörg Hinrichs
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 :-) ___ Reply to this item at:

[Wesnoth-bugs] [bug #13268] save corruption through undo/redo of recalls

2009-04-25 Thread Eugen Jiresch
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

[Wesnoth-bugs] [bug #13268] save corruption through undo/redo of recalls

2009-04-15 Thread Eugen Jiresch
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

[Wesnoth-bugs] [bug #13268] save corruption through undo/redo of recalls

2009-03-26 Thread Soliton
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

[Wesnoth-bugs] [bug #13268] save corruption through undo/redo of recalls

2009-03-26 Thread Jörg Hinrichs
Update of bug #13268 (project wesnoth): Assigned to:None = jhinrichs ___ Reply to this item at: http://gna.org/bugs/?13268 ___ Nachricht