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Fix broken popping of top interfaces when town was opened during multiplayer game
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6fbfcef99e
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@ -172,10 +172,11 @@ void CPlayerInterface::initGameInterface(std::shared_ptr<Environment> ENV, std::
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void CPlayerInterface::closeAllDialogs()
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{
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// remove all active dialogs that do not expect query answer
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for (;;)
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while(true)
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{
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auto adventureWindow = GH.windows().topWindow<AdventureMapInterface>();
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auto infoWindow = GH.windows().topWindow<CInfoWindow>();
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auto topWindow = GH.windows().topWindow<WindowBase>();
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if(adventureWindow != nullptr)
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break;
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@ -183,16 +184,8 @@ void CPlayerInterface::closeAllDialogs()
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if(infoWindow && infoWindow->ID != QueryID::NONE)
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break;
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if (infoWindow)
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infoWindow->close();
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else
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GH.windows().popWindows(1);
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topWindow->close();
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}
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if(castleInt)
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castleInt->close();
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castleInt = nullptr;
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}
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void CPlayerInterface::playerEndsTurn(PlayerColor player)
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@ -341,6 +341,6 @@ WindowBase::WindowBase(int used_, Point pos_)
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void WindowBase::close()
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{
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if(!GH.windows().isTopWindow(this))
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logGlobal->error("Only top interface must be closed");
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throw std::runtime_error("Only top interface can be closed");
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GH.windows().popWindows(1);
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}
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@ -146,7 +146,6 @@ class WindowBase : public CIntObject
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{
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public:
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WindowBase(int used_ = 0, Point pos_ = Point());
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protected:
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virtual void close();
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};
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