Update of bug #20267 (project wesnoth):

                  Status:                    None => Ready For Test         

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Follow-up Comment #1:

I believe this will be fixed in a pair of commits:

https://github.com/wesnoth/wesnoth/commit/736ceaa6c7e81882c9c5b2e932307b1f1ecb3bfd

https://github.com/wesnoth/wesnoth/commit/af383e8ebb01094f47ec4712db47ea31adf8fc22

The former (putatitively) ensures that when the game begins, all ai sides are
"human_ai" or "network_ai" as appropriate on each client, and thus revert to
ai when the campaign proceeds to the next scenario, rather than to human
control.

The latter acts as a stopgap measure, ensuring that "network" sides with
"allow_player = no" will be set to "ai" during the initialization of the mp
connect dialog (preventing an impending problem.)

If OOS of this nature persist, please report them.

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  <http://gna.org/bugs/?20267>

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