bugfix for segfault on client disconnect (regression introduced a few checkins ago)
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@ -2964,15 +2964,15 @@ void Game::ReplaceDisconnectedNetworkPlayersWithAI(bool isNetworkGame, NetworkRo
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for(unsigned int j = 0; j < languageList.size(); ++j) {
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if(isPlayerObserver == false) {
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string msg = "Player #%d [%s] has disconnected, switching player to AI mode!";
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if(lang.hasString("GameSwitchPlayerToAI",languageList[i])) {
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msg = lang.get("GameSwitchPlayerToAI",languageList[i]);
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if(lang.hasString("GameSwitchPlayerToAI",languageList[j],true)) {
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msg = lang.get("GameSwitchPlayerToAI",languageList[j],true);
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}
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snprintf(szBuf,8096,msg.c_str(),i+1,this->gameSettings.getNetworkPlayerName(i).c_str());
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}
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else {
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string msg = "Player #%d [%s] has disconnected, but player was only an observer!";
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if(lang.hasString("GameSwitchPlayerObserverToAI",languageList[i])) {
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msg = lang.get("GameSwitchPlayerObserverToAI",languageList[i]);
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if(lang.hasString("GameSwitchPlayerObserverToAI",languageList[j],true)) {
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msg = lang.get("GameSwitchPlayerObserverToAI",languageList[j],true);
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}
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snprintf(szBuf,8096,msg.c_str(),i+1,this->gameSettings.getNetworkPlayerName(i).c_str());
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}
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