
Half-fix for issue #1634 and issue #1924. The issue that remains to be solved is that on subsequent sessions after a campaign has failed to load, it is possible for the game to generate a cache entry for it that only contains the main menu WML for it. Apparently the config cache transactions mechanism causes the game to try to generate a cache entry with the wrong defines (a define set that doesn't include the campaign's symbol, for instance) instead of the ones that are actually needed and used to match the cache entry's filename via checksumming. As a result, on subsequent sessions the failed campaign is aborted with "failed to load the scenario" instead of displaying the real WML error again (since the error is not hit again if it depends on the campaign's symbol being defined). In the meantime, this at least removes the red herring error and makes the underlying issue a bit more visible. It's a very crude hack but it does the job. (cherry-picked from commit 0c2298d8c2057344b9c94c9fe7ce848838b363e6)
About
The Battle for Wesnoth is an Open Source, turn-based tactical strategy game with a high fantasy theme, featuring both singleplayer and online/hotseat multiplayer combat. Fight a desperate battle to reclaim the throne of Wesnoth, or take hand in any number of other adventures.
License
Please see the wiki for information regarding The Battle for Wesnoth's licensing:
https://wiki.wesnoth.org/Wesnoth:Copyrights
Installing
See INSTALL.md for instructions on how to build the game from source code.
More Information
For extensive documentation about all aspects of the game, see the official Battle for Wesnoth web site.
A (translated) description of how to play the game can be found in doc/manual/manual.*.html, or online at:
https://wiki.wesnoth.org/WesnothManual
The official Battle for Wesnoth Forums (with over 400,000 posts from more than 20,000 registered members) can be found at: