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[NO SQUASH] (cherry pick) Don't call GameSession::restart_level in the constructor #3115
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[NO SQUASH] (cherry pick) Don't call GameSession::restart_level in the constructor #3115
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This stops testing/the title screen (yes, the title screen) from reparsing the level by simply changing the usage pattern of the TitleScreen. (Cherry picked from swagtoy/supertux:editor2)
wait hold on there's a regression where you can control Tux from the title screen |
Okay, seems to work! Later i'll actually end up probably creating an |
Seems good now. I did test some things and it doesn't crash and burn. Any final words? |
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@@ -354,10 +354,13 @@ WorldMapSector::update(float dt_sec) | |||
Vector shrinkpos = Vector(level_->get_pos().x + 16 - m_camera->get_offset().x, | |||
level_->get_pos().y + 8 - m_camera->get_offset().y); | |||
std::string levelfile = m_parent.m_levels_path + level_->get_level_filename(); | |||
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auto gamesession = std::make_unique<GameSession>(levelfile, m_parent.m_savegame, &level_->get_statistics()); | |||
gamesession->restart_level(); |
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We can put a try/catch here so the game doesn't crash if level loading fails. You can then put the pop_screen()
there in catch
instead.
This stops testing (on the "Test from here")/the title screen (yes, the title screen) from reparsing the level by simply changing the usage pattern of the GameSession constructor.
Cherry picked from commit swagtoy@0d25b71 upon the request of Vankata.