
Previously it could happen that a client would wait for a remote user imput while still having a non-empty undo stack. Becasue of this the client would not send the move that issued the user input (because the client thinks it is undoable) to the other clients which then never gave the user input. This resulted in a situation where the game could not proceed and had to be aborted. Fixed it by calling resources::undo_stack->clear() as soon as we know that a remote user input is needed (synced_context::set_is_simultaneously()). Also added some assertions to guard against this situation.
About
The Battle for Wesnoth is a Free, turn-based tactical strategy game with a high fantasy theme, featuring both single-player, 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
The game's source code and artwork, sound, and music assets are provided under the terms of the GNU General Public License version 2, or (at your option) any later version. Note that for artwork, sound, and music, we interpret "preferred form of the work for making modifications" as the modifiable form that the author chooses to ship us for the source tree. For convenience, a reference copy of the GNU GPL version 2 is provided in the COPYING file in this distribution.
Some portions of the source code can be used under different license terms, whenever stated as such in the source.
Installing
See INSTALL 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:
The official Battle for Wesnoth Forums (with over 400,000 posts from more than 20,000 registered members) can be found at: