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37 changes: 33 additions & 4 deletions Core/GameEngine/Source/GameClient/GUI/LoadScreen.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -929,16 +929,45 @@ void ChallengeLoadScreen::activatePiecesMinSpec(const GeneralPersona *generalPla

void ChallengeLoadScreen::init( GameInfo *game )
{
const Campaign *campaign = TheCampaignManager->getCurrentCampaign();
const Mission *mission = TheCampaignManager->getCurrentMission();
const Campaign *campaign = TheCampaignManager ? TheCampaignManager->getCurrentCampaign() : NULL;
const Mission *mission = TheCampaignManager ? TheCampaignManager->getCurrentMission() : NULL;

// Guard against null campaign/mission. In release builds DEBUG_ASSERTCRASH is
// compiled out, so without these checks the AsciiString copy constructor below
// would dereference a null pointer and crash (see Sentry CLIENT-33Q).
if (campaign == NULL || mission == NULL)
{
DEBUG_CRASH(("ChallengeLoadScreen::init invoked with null campaign (%p) or mission (%p); aborting load.",
campaign, mission));
return;
}

if (mission->m_generalName.isEmpty())
{
DEBUG_CRASH(("ChallengeLoadScreen::init: mission has empty m_generalName, check Campaign.ini; aborting load."));
return;
}

if (TheChallengeGenerals == NULL)
{
DEBUG_CRASH(("ChallengeLoadScreen::init: TheChallengeGenerals is null; aborting load."));
return;
}

// the player general is tied to the campaign
const GeneralPersona* generalPlayer = TheChallengeGenerals->getPlayerGeneralByCampaignName( campaign->m_name );

// the opponent general is tied to the mission
DEBUG_ASSERTCRASH(mission->m_generalName.isNotEmpty(), ("No GeneralName associated with this mission, check Campaign.ini"));
const GeneralPersona* generalOpponent = TheChallengeGenerals->getGeneralByGeneralName( mission->m_generalName );

if (generalPlayer == NULL || generalOpponent == NULL)
{
DEBUG_CRASH(("ChallengeLoadScreen::init: failed to resolve generals (player=%p, opponent=%p) for campaign '%s' / mission general '%s'; aborting load.",
generalPlayer, generalOpponent,
campaign->m_name.str(), mission->m_generalName.str()));
return;
}

// create the layout of the load screen
m_loadScreen = TheWindowManager->winCreateFromScript( "Menus/ChallengeLoadScreen.wnd" );
DEBUG_ASSERTCRASH(m_loadScreen, ("Can't initialize the single player loadscreen"));
Expand All @@ -953,7 +982,7 @@ void ChallengeLoadScreen::init( GameInfo *game )
m_ambientLoop.setEventName("LoadScreenAmbient");

// create the new background video stream
m_videoStream = TheVideoPlayer->open( TheCampaignManager->getCurrentMission()->m_movieLabel );
m_videoStream = TheVideoPlayer->open( mission->m_movieLabel );

// Create the new buffer
m_videoBuffer = TheDisplay->createVideoBuffer();
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