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-rw-r--r--game/src/Game/GameSession/GameSession.gd2
-rw-r--r--game/src/Game/GameSession/NationManagementScreen/PopulationMenu.gd2
-rw-r--r--game/src/Game/Menu/LobbyMenu/LobbyMenu.gd6
3 files changed, 8 insertions, 2 deletions
diff --git a/game/src/Game/GameSession/GameSession.gd b/game/src/Game/GameSession/GameSession.gd
index 843ecd8..0158b3a 100644
--- a/game/src/Game/GameSession/GameSession.gd
+++ b/game/src/Game/GameSession/GameSession.gd
@@ -5,7 +5,7 @@ extends Control
func _ready() -> void:
Events.Options.load_settings_from_file()
- if GameSingleton.setup_game(0) != OK:
+ if GameSingleton.start_game_session() != OK:
push_error("Failed to setup game")
_model_manager.generate_units()
diff --git a/game/src/Game/GameSession/NationManagementScreen/PopulationMenu.gd b/game/src/Game/GameSession/NationManagementScreen/PopulationMenu.gd
index c3e091e..0bcf64a 100644
--- a/game/src/Game/GameSession/NationManagementScreen/PopulationMenu.gd
+++ b/game/src/Game/GameSession/NationManagementScreen/PopulationMenu.gd
@@ -76,7 +76,7 @@ func _ready() -> void:
_pop_screen_panel = get_panel_from_nodepath(^"./country_pop")
- # province list is set up via the population_menu_provinces_changed signal
+ _setup_province_list()
_setup_sort_buttons()
_setup_pop_filter_buttons()
_setup_distribution_windows()
diff --git a/game/src/Game/Menu/LobbyMenu/LobbyMenu.gd b/game/src/Game/Menu/LobbyMenu/LobbyMenu.gd
index f747727..ca6b3fb 100644
--- a/game/src/Game/Menu/LobbyMenu/LobbyMenu.gd
+++ b/game/src/Game/Menu/LobbyMenu/LobbyMenu.gd
@@ -116,6 +116,12 @@ func _on_session_tag_edit_text_submitted(new_text : String) -> void:
_on_start_button_pressed()
func _on_session_tag_dialog_confirmed() -> void:
+ # TODO - get bookmarks from SIM and generated corresponding buttons,
+ # then use the selected button's bookmark instead of always using 0
+
+ # Game has to be setup (bookmark loaded) before opening the GameSession scene
+ if GameSingleton.setup_game(0) != OK:
+ push_error("Failed to setup game")
get_tree().change_scene_to_file("res://src/Game/GameSession/GameSession.tscn")
var _requested_node_to_delete : Control