Re: [Warzone-dev] A plan to refactor and clean up the warzone code base
Per Inge Mathisen wrote: I would like to suggest that we start refactoring the Warzone codebase so that it can more easily be unit tested aggressively. Would it be an idea to wait for the merge from the terrain and the lua branch? That's going to be one hell of a job after we refactor the code. I might be repeating myself, but I'd like to branch and release asap, and merge the terrain and lua branches in. We can then to all the nice refactoring we want. - Gerard ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] 2.2 branch
Freddie Witherden wrote: Hi all, On 31 Jan 2009, at 09:05, Dennis Schridde wrote: Nope, not much holding back 2.2. I would like to see the new lobby protocol which Gerard was working on make it into 2.2. Will simplify things in the future. I did slightly more work on it, and was not satisfied with the end result. It just didn't feel right (oooh). I think we should completely rewrite the joining/hosting code. Also, JSON is quite OK, but a way to send lua objects safely would be even better. We would have one dependency (+one interface) less. - Gerard ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] 2.2 branch
Hi, On Thu, 19 Feb 2009 12:55:49 +0100, Gerard Krol g.c.k...@student.tudelft.nl wrote: I did slightly more work on it, and was not satisfied with the end result. It just didn't feel right (oooh). I think we should completely rewrite the joining/hosting code. Also, JSON is quite OK, but a way to send lua objects safely would be even better. We would have one dependency (+one interface) less. Lua is fine with me -- so long as it is not too hard to parse on the Python (server) side of things. The one advantage that JSON did have was that it was possible to write an HTTP interface for the lobby server (using JSON) allowing for web-based clients. Therefore a better way might be to get a Lua script for serialising Lua objects as JSON. That way we get maximum compatibility with minimum effort. Regards, Freddie. ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] A plan to refactor and clean up the warzone code base
On Thu, Feb 19, 2009 at 12:47 PM, Gerard Krol g.c.k...@student.tudelft.nl wrote: Per Inge Mathisen wrote: I would like to suggest that we start refactoring the Warzone codebase so that it can more easily be unit tested aggressively. Would it be an idea to wait for the merge from the terrain and the lua branch? That's going to be one hell of a job after we refactor the code. I might be repeating myself, but I'd like to branch and release asap, and merge the terrain and lua branches in. We can then to all the nice refactoring we want. No problem. I agree we should branch for 2.2 now. Anyone see any reasons why not? What is the state of the lua branch, though? I got the impression it still had a way to go before it was playable. - Per ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] A plan to refactor and clean up the warzone code base
Am Donnerstag, 19. Februar 2009 15:03:59 schrieb Per Inge Mathisen: What is the state of the lua branch, though? I got the impression it still had a way to go before it was playable. Last time I tried, the AI was just sitting there on Rush. Console spammed something about nils. (I tested that this was *not* caused by my merge, but till now I found no one to confirm or confute.) --DevU signature.asc Description: This is a digitally signed message part. ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] 2.2 branch
2009/2/19 Freddie Witherden fred...@witherden.org: Lua is fine with me -- so long as it is not too hard to parse on the Python (server) side of things. The one advantage that JSON did have was that it was possible to write an HTTP interface for the lobby server (using JSON) allowing for web-based clients. Therefore a better way might be to get a Lua script for serialising Lua objects as JSON. That way we get maximum compatibility with minimum effort. This is a good idea. I'd also like to see an HTML interface for checking on the lobby server. Heck, I'd write it myself. - Zarel ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] A plan to refactor and clean up the warzone code base
2009/2/19 Per Inge Mathisen per.mathi...@gmail.com: No problem. I agree we should branch for 2.2 now. Anyone see any reasons why not? Now that I've figured out how to commit to branches other than trunk, I'm fine with this, too. It seems everyone's in support of branching immediately? (I count me, Buggy, Gerard, Per for, and no one against) - Zarel ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] [Warzone 2100 Trac] #273: Server crashes if more than 6 players join a game
#273: Server crashes if more than 6 players join a game ---+ Reporter: Per | Owner: Per Type: defect | Status: closed Priority: major | Milestone: 2.1.2 Component: Engine: Networking | Version: 2.1.1 Resolution: fixed |Keywords: mp crash Operating_system: All/Non-Specific| Blockedby: Blocking: | ---+ Changes (by Per): * status: accepted = closed * resolution: = fixed -- Ticket URL: http://developer.wz2100.net/ticket/273#comment:5 Warzone 2100 Trac http://developer.wz2100.net/ The Warzone 2100 Resurrection Project ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] [Warzone 2100 Trac] #274: mapLoad() rewrite
#274: mapLoad() rewrite -+-- Reporter: Per | Owner: Type: defect| Status: closed Priority: major | Milestone: 2.2 Component: other | Version: svn/trunk Resolution: fixed |Keywords: Operating_system: All/Non-Specific | Blockedby: Blocking:| -+-- Changes (by Per): * status: new = closed * resolution: = fixed -- Ticket URL: http://developer.wz2100.net/ticket/274#comment:1 Warzone 2100 Trac http://developer.wz2100.net/ The Warzone 2100 Resurrection Project ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] [Warzone 2100 Trac] #274: mapLoad() rewrite
#274: mapLoad() rewrite -+-- Reporter: Per | Owner: Type: defect| Status: closed Priority: major | Milestone: 2.2 Component: other | Version: svn/trunk Resolution: fixed |Keywords: Operating_system: All/Non-Specific | Blockedby: Blocking:| -+-- Comment(by Per): (In [6662]) Clean up mapLoad(), using physfs to read directly from file instead of casting structs to a memory buffer. Closes ticket:274. -- Ticket URL: http://developer.wz2100.net/ticket/274#comment:2 Warzone 2100 Trac http://developer.wz2100.net/ The Warzone 2100 Resurrection Project ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
[Warzone-dev] c::b build project going away... any objections?
Last updated 2008-10-08, seems like nobody is using it. I do not want to update it when nobody else is. And you know I hate dead code. - Per ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] c::b build project going away... any objections?
Am Donnerstag, 19. Februar 2009 22:02:01 schrieb Per Inge Mathisen: Last updated 2008-10-08, seems like nobody is using it. I do not want to update it when nobody else is. And you know I hate dead code. Go for it. I think just Giel once used it when he was still working on EditWorldWX. --DevU signature.asc Description: This is a digitally signed message part. ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev