Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/new-shipping into lp:widelands

2019-08-17 Thread Klaus Halfmann
Review: Needs Fixing

Debugging can be FUN!, well not for you Benedikt, sorry:

5: Ullr: exploration - breaking for free sea, dir=1
TrainingSite::drop_stalled_soldiers: Kicking somebody out.
Assertion failed: (detour >= base_length), function check_push_destination, 
file ../src/economy/fleet.cc, line 887.
Abort trap: 6

Application Specific Information:
Assertion failed: (old_index < nr_dests), function reorder_destinations, file 
../src/logic/map_objects/tribes/ship.cc, line 902.

I added two more Savegames +/- around the asserts from above
 
https://www.magentacloud.de/share/tu4ayusx.k

The _may_ be related  to shipping soldiers. I "forgot" some Soldiers on the 
Mainland
and after sending them awy I got theses assertions. Maybe adding some 
coordinates and
the exact values to the assert may help?

Ill go back to fine tuning my map ...
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/new-shipping into lp:widelands

2019-08-17 Thread Klaus Halfmann
Review: Needs Fixing

OK here comes thee next (me conquering the Imperial Isaland East of mine)

5: (126x 23) expedition spot scoring, colony_scan_area == 21
5: Ullr at   2x 23: PORTSPACE found, we valued it: 0
5: Ullr at   2x 23: explore uphold, visited first time
5: Ullr: continue island circumvention, dir=1
Cmd_EnemyFlagAction::execute player(3): flag->owner(2) number=4
Assertion failed: (old_index < nr_dests), function reorder_destinations, file 
../src/logic/map_objects/tribes/ship.cc, line 902.
Abort trap: 6

Loos like this logic needs more Braintwisting :-)

But now I really _will_ stop... good night
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/ferry into lp:widelands

2019-08-17 Thread TiborB
The status regarding AI is that it is not supported and probably not be anytime 
soon if ever.
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/new-shipping into lp:widelands

2019-08-17 Thread Klaus Halfmann
Look like 
a) The attached game on partially reproduces the Issue (just slow as hell)
b) A Millitarysite near a Port was under heavy Attack, you ca find two
   barbarian Inhabitat Atlanter Buidlign, ooks I lost them just during the 
crash.

I set Autosae to Minutes ant will continue ... later.

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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/new-shipping into lp:widelands

2019-08-17 Thread Benedikt Straub
Ouch. This means that you have an item in your portdock that doesn´t know where 
it wants to go. Happens all the time in trunk, shouldn´t happen anymore in this 
branch. 
Did you (or some AI) destroy a port shortly before you got the error? Or 
connected some previously unconnected ports on land? Or saved and reloaded?
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/new-shipping into lp:widelands

2019-08-17 Thread Klaus Halfmann
OK, now its getting interesting.
My "Unreal Water" Map got totally slow and stopped with

 1: attacking site at  56x 40, score   5, with  2 soldiers, attacking  2 times, 
after   102 seconds
Cmd_EnemyFlagAction::execute player(1): flag->owner(3) number=2
Cmd_EnemyFlagAction::execute player(3): flag->owner(2) number=3
TI(55348): destination disappeared or economy mismatch -> fail
Assertion failed: (dest), function load_wares, file ../src/economy/portdock.cc, 
line 395.
Abort trap: 6

Lets see, if I can get some savegame ...

Check here; https://www.magentacloud.de/share/tu4ayusx.k UnrealAssert.wgf


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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/ferry into lp:widelands

2019-08-17 Thread Klaus Halfmann
Ohh, what a history, but I must confess , I lost track.

Can we merge this now (as only map with a falg are affcetd anyway?)
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[Widelands-dev] [Merge] lp:~widelands-dev/widelands/productionsite-inactivity-bug into lp:widelands

2019-08-17 Thread bunnybot
Continuous integration builds have changed state:

Travis build 5333. State: passed. Details: 
https://travis-ci.org/widelands/widelands/builds/573087985.
Appveyor build 5105. State: success. Details: 
https://ci.appveyor.com/project/widelands-dev/widelands/build/_widelands_dev_widelands_productionsite_inactivity_bug-5105.
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lp:~widelands-dev/widelands/productionsite-inactivity-bug into lp:widelands.

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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/ferry into lp:widelands

2019-08-17 Thread Benedikt Straub
What´s the status here?
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[Widelands-dev] [Merge] lp:~widelands-dev/widelands/productionsite-inactivity-bug into lp:widelands

2019-08-17 Thread Benedikt Straub
Benedikt Straub has proposed merging 
lp:~widelands-dev/widelands/productionsite-inactivity-bug into lp:widelands.

Commit message:
Fix a bug where a building remains inactive after kicking a worker

Requested reviews:
  Widelands Developers (widelands-dev)

For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/productionsite-inactivity-bug/+merge/371423
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lp:~widelands-dev/widelands/productionsite-inactivity-bug into lp:widelands.
=== modified file 'src/logic/map_objects/tribes/productionsite.cc'
--- src/logic/map_objects/tribes/productionsite.cc	2019-08-13 11:12:56 +
+++ src/logic/map_objects/tribes/productionsite.cc	2019-08-17 11:14:10 +
@@ -776,6 +776,7 @@
 	Building::log_general_info(egbase);
 
 	molog("is_stopped: %u\n", is_stopped_);
+	molog("main_worker: %i\n", main_worker_);
 }
 
 void ProductionSite::set_stopped(bool const stopped) {
@@ -796,18 +797,17 @@
 }
 
 void ProductionSite::try_start_working(Game& game) {
-	if (main_worker_ >= 0) {
-		return;
-	}
 	const size_t nr_workers = descr().working_positions().size();
 	for (uint32_t i = 0; i < nr_workers; ++i) {
-		if (Worker* worker = working_positions_[i].worker) {
-			// We may start even if can_start_working() returns false, because basic actions
-			// like unloading extra wares should take place anyway
-			main_worker_ = i;
-			worker->reset_tasks(game);
-			worker->start_task_buildingwork(game);
-			return;
+		if (main_worker_ == static_cast(i) || main_worker_ < 0) {
+			if (Worker* worker = working_positions_[i].worker) {
+// We may start even if can_start_working() returns false, because basic actions
+// like unloading extra wares should take place anyway
+main_worker_ = i;
+worker->reset_tasks(game);
+worker->start_task_buildingwork(game);
+return;
+			}
 		}
 	}
 }

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