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

2018-08-14 Thread bunnybot
Continuous integration builds have changed state:

Travis build 3787. State: passed. Details: 
https://travis-ci.org/widelands/widelands/builds/415539866.
Appveyor build 3586. State: success. Details: 
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[Widelands-dev] [Merge] lp:~widelands-dev/widelands/lenient_allowed_buildings into lp:widelands

2018-08-14 Thread noreply
The proposal to merge lp:~widelands-dev/widelands/lenient_allowed_buildings 
into lp:widelands has been updated.

Status: Needs review => Merged

For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/lenient_allowed_buildings/+merge/351749
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/lenient_allowed_buildings into lp:widelands

2018-08-13 Thread GunChleoc
Yes, if scenarios actually use nonexistent buildings, saveloading will tell the 
player so via UI if such a building has been built.

@bunnybot merge
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/lenient_allowed_buildings into lp:widelands

2018-08-12 Thread Notabilis
Review: Approve code

I haven't tested it, but the code looks okay.

One could consider displaying an in-game message instead/additionally to the 
console output. The console is probably overlooked by players, but a change in 
the building definitions could lead to broken scenario save games. Personally I 
don't think that this is important, though, if such a case happens loading will 
probably break in other steps as well.
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[Widelands-dev] [Merge] lp:~widelands-dev/widelands/lenient_allowed_buildings into lp:widelands

2018-08-10 Thread bunnybot
Continuous integration builds have changed state:

Travis build 3766. State: errored. Details: 
https://travis-ci.org/widelands/widelands/builds/414411279.
Appveyor build 3565. State: success. Details: 
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/lenient_allowed_buildings into lp:widelands

2018-07-31 Thread GunChleoc
Test run log with AppVeyor buld:

 Reading Resources Data ... took 7ms
 Reading Map Version Data ... took 1ms
 Reading Allowed Worker Types Data ... took 3ms
 Reading Allowed Building Types Data ... WARNING: MapAllowedBuildingTypesPacket 
- tribe barbarians does not define building type "barbarians_market"
took 2ms
 Reading Node Ownership Data ... took 4ms
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[Widelands-dev] [Merge] lp:~widelands-dev/widelands/lenient_allowed_buildings into lp:widelands

2018-07-30 Thread bunnybot
Continuous integration builds have changed state:

Travis build 3736. State: passed. Details: 
https://travis-ci.org/widelands/widelands/builds/409767340.
Appveyor build 3536. State: success. Details: 
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[Widelands-dev] [Merge] lp:~widelands-dev/widelands/lenient_allowed_buildings into lp:widelands

2018-07-30 Thread GunChleoc
GunChleoc has proposed merging 
lp:~widelands-dev/widelands/lenient_allowed_buildings into lp:widelands.

Commit message:
When loading a game, simply skip buildings in the allowed list if they no 
longer exist

Requested reviews:
  Widelands Developers (widelands-dev)

For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/lenient_allowed_buildings/+merge/351749

Removing the market made savegames incompatible, even if they didn't have any 
market buildings in it. This will fix it - a warning is enough. The change 
should also make tribe prototyping a bit easier.
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=== modified file 'src/map_io/map_allowed_building_types_packet.cc'
--- src/map_io/map_allowed_building_types_packet.cc	2018-07-08 15:16:16 +
+++ src/map_io/map_allowed_building_types_packet.cc	2018-07-30 08:27:27 +
@@ -78,7 +78,7 @@
 		if (tribe.has_building(index)) {
 			player->allow_building_type(index, allowed);
 		} else {
-			throw GameDataError("tribe %s does not define building type \"%s\"",
+			log("WARNING: MapAllowedBuildingTypesPacket - tribe %s does not define building type \"%s\"\n",
 			tribe.name().c_str(), name);
 		}
 	}

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