fix 21933

durign human turns, we now use check_victory which impied check_end_level, just like we du during ai turns.
I think actions having different when invoked by ai can never be the intended behaviour.
we also set tm->set_lost() before calling check_turn_end to that the lost_ value is also correct when ending with [endlevel]
add a check_victory after moves.

perviously it was possible that a moveto event removed units and we didnt get victory/defeat.
fixup "make level reflect start of scenario"

we change set_attr to set_attr_dup as gfgtdf pointed out
purge "record_change_controller"

we can use "change_controller" now instead because of the new
network adapter from gfgtdf
Update changelog
SotBE S6: remove AI controller

It does not work with leaderless allied sides.
fixup scenario transitions

when the host transitions to the next scenario, in some cases he will
send "[start]" before the other clients even have the new scenario cfg
this means that the controller tweaks he send will hit them while they
are in linger mode or something, and the next scenario won't work.

we fixup the download_next_level function on the server side so that
it updates the level config when sending it out to the transitioning
client.

this fixes up commit fb726e0610af42fa815cf340fa68c570b8bef0d3
and bug #21931
update changelog
Merge branch '1.12' of https://github.com/wesnoth/wesnoth into 1.12
add a comment in gamestatus.hpp
Messenger Escort Micro AI: code cleanup
Bottleneck Defense Micro AI: code cleanup
update changelog
LoW: Initialize units in start events

previously this was done in side 1 turn 1 events because start events
wasn't synced.

After the fix for 21933 players now loose when they have no units after
start events, so we need to do this in a start event.

replacing check_victory with check_end_level after start events in
play_controller.cpp line 572 doesn't work because we still have the
check_victory in playmp_controller when waiting
for remote packages, that check_victory is needed in order to sync the
behavior of ai turns which calls check_victory after every action on the
local client.
fix abort in wait_for_upload
fixup wait_for_upload
make network::error get through lua

by creating a tlua_jailbreak_exception of version network::error.
Fix bug #21883: make sure movement animations don't cycle with fog on
Goto Micro AI: prevent potential conflict between Goto MAIs

If several Goto MAIs are used on the same side and both have
unique_goals=yes set, they previously might have interfered with each
other, one preventing the other from working correctly. Now the “goal
taken” information is saved such that it only applies to the CA by
which it was set.
[micro_ai] tag setup: minor code cleanup