network play: fix for Commander and Tiny Leaders variants

This method is called numerous times, many before the Commander data has
been populated on the PlayerView objects.  This is reflected a few lines
above where similar logic is applied to the current PlayerView.  This
simply applies similar logic to the player's opponents.

Signed-off-by: Jamin W. Collins <jamin.collins@gmail.com>
This commit is contained in:
Jamin W. Collins
2018-02-28 18:24:19 -07:00
parent 420d31f825
commit 26c0df6e05
2 changed files with 7 additions and 1 deletions

View File

@@ -129,6 +129,12 @@ public class PlayerView extends GameEntityView {
}
final FCollectionView<PlayerView> opponents = getOpponents();
for (PlayerView opponent: opponents) {
if (opponent.getCommanders() == null) {
return Collections.emptyList();
}
}
final List<String> info = Lists.newArrayListWithExpectedSize(opponents.size());
info.add(TextUtil.concatWithSpace("Commanders:", Lang.joinHomogenous(commanders)));
for (final PlayerView p : Iterables.concat(Collections.singleton(this), opponents)) {

View File

@@ -94,7 +94,7 @@ public class VLobby implements ILobbyView {
private final VariantCheckBox vntArchenemy = new VariantCheckBox(GameType.Archenemy);
private final VariantCheckBox vntArchenemyRumble = new VariantCheckBox(GameType.ArchenemyRumble);
private final ImmutableList<VariantCheckBox> vntBoxes =
ImmutableList.of();
ImmutableList.of(vntCommander, vntTinyLeaders);
// ImmutableList.of(vntVanguard, vntMomirBasic, vntCommander, vntTinyLeaders, vntPlanechase, vntArchenemy, vntArchenemyRumble);
// Player frame elements