2) Would be fine by me. The "temporary"-solution got in before the 24h lifetime
was suggested by GunChleoc and I never reconsidered it. So it can go now.
Reducing the lifetime can be done, too, but 2 hours is probably not enough. The
timestamp is stored when starting the game so when I have the
Thanks for the review!
1) I replaced the third party crypto code with a call to a boost function. This
means that instead of SHA-3 it uses SHA-1 now. This is less secure (not that it
matters in this case) but SHA-1 will most likely be needed in a future branch
of mine anyway. A slight problem
If I interpret the Travis output right, it is complaining about the cmake
library liblogic_constants. Wasn't there something that header-only libraries
do not work? Might be the problem here, it only contains widelands.h.
--
Review: Approve commit diff and short test
Code looks good and compiling & starting games works. As far as I am concerned,
this branch can be merged.
I guess filesystem_constants is a good enough name for the file. After all,
that is what it contains.
--
The NOCOM-bug is really a bug and has been fixed. I fear I introduced it myself
a few month ago.
Trimming is also added now. Space is removed in front and at the end of
messages. When this results in an empty message, it is dropped. This is also
done with the message-part of the @whisper, /motd
Review: Needs Fixing
I only looked at the commit-diffs, but the changes are mostly fine with me,
thanks.
However, there are two problems:
- Codecheck complains about wrong include order in logic/game.cc
- For me, it does not compile. Strangely, Travis seems to be happy with the
code. The
with the name "Notabilis", second and third clients receive the
names "Notabilis1" and "Notabilis2" respectively. First client opens a game,
other two join it. As far as I can tell, everything worked fine.
If this answers your test, fine. But feel free to do some test
Notabilis has proposed merging lp:~widelands-dev/widelands/bug-appveyor-libicu
into lp:widelands.
Commit message:
Fixing windows build by requiring newer version of libicu.
Requested reviews:
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The proposal to merge lp:~widelands-dev/widelands/bug-1075562-initial-trainers
into lp:widelands has been updated.
Commit Message changed to:
Adding initial trainers to starting conditions.
For more details, see:
I added four trainers to the Trading Outpost condition. In this condition there
are quite some additional workers available anyway, so why not also a trainer
more than normal.
The artifacts-error also happens with succeeding builds. The reason for the
failure might be the missing
Notabilis has proposed merging
lp:~widelands-dev/widelands/bug-1075562-initial-trainers into lp:widelands.
Commit message:
Adding initial trainers to Headquarters and Fortified Village starting
conditions.
Requested reviews:
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Related bugs:
Bug #1075562
Thanks!
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So much for: "[Prequisite branches] changes will not be shown in the diff."
The changes to NetHost, NetClient and the new interface classes are also at:
https://code.launchpad.net/~widelands-dev/widelands/nethost-split/+merge/332385
Maybe they will disappear from the diff here after the other
Notabilis has proposed merging lp:~widelands-dev/widelands/net-relay into
lp:widelands with lp:~widelands-dev/widelands/nethost-split as a prerequisite.
Commit message:
When running an Internet game, do not use a local server but relay all traffic
over the metaserver.
Avoids problems
The proposal to merge lp:~widelands-dev/widelands/net-relay into lp:widelands
has been updated.
Status: Needs review => Superseded
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Commit message:
Extracting an interface class out of the NetHost/NetClient.
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Review: Needs Fixing
I did a round of code diff review and a bit of testing. The code looks good to
me, just some small remarks. I haven't retraced the whole refactoring process,
but it seems to be okay.
However, there are some issues with the removal of save games:
- Just a suggestion: After
Notabilis has proposed merging lp:~widelands-dev/widelands/net-uuid into
lp:widelands.
Commit message:
Improved the relogin code by adding semi-constant user ids.
Also improved doubled logins with registered accounts.
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Okay, thanks. Than I will implement the dynamic version.
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I just pushed the first "working" version of the relay server. Working as in:
Everything hardcoded (IPs, name of the game, ...), but relaying game packets
works and I was able to run a game.
One question where I would like some opinion: Currently the metaserver tells
the client where to
Sorry for the long silence, I should have written much earlier. My primary
problem is lack of time, but when I can work on it its going well enough. I
fear I won't be able to work on it in the next two weeks but hopefully I have
more time afterwards.
Thanks for the comments regarding the
The documentation about the network commands for the metaserver is in
src/network/internet_gaming_protocol.h. But I guess it is not quite what you
are looking for. Other than that, you can only search for it in
src/network/internet_gaming.cc where all the code for communicating with the
Notabilis has proposed merging lp:~widelands-dev/widelands/unreceived-packets
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Commit message:
Deliver received network packets even when the TCP connection is already closed.
Requested reviews:
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https
Notabilis has proposed merging
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Commit message:
Removing invalid assert in code for metaserver communication.
Requested reviews:
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Related bugs:
Bug #1704449 in widelands: "Asse
Notabilis has proposed merging lp:~widelands-dev/widelands/net-relay into
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Requested reviews:
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Related bugs:
Bug #1689087 in widelands: "Implementing a relay server"
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For more de
Yes, I know. But when someone else does it, I can be sure of the full approval
of at least one other person. Distributing the blame when something goes wrong
or so. ;-)
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Is there anything left that should be done? Otherwise I would say lets merge
this.
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Well, the 2 hours are over. ;)
I can successfully connect to the metaserver with IPv4 and IPv6. Thanks!
And the website is available per IPv6 now, too.
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Thanks for deploying and enabling IPv6!
I am able to successfully connect to the metaserver with both this branch and
trunk and start a game. Unfortunately, its only IPv4 for now. So this branch
can be merged now.
What is still missing is the record for widelands.org. By modifying my
Thanks for your efforts on cleaning up the code!
Most of this branch looks good to me, although I have a a few comments. The
first two points should probably be fixed, the other ones are not so important.
Note that I haven't tried compiling or testing, I only looked at the code.
Diff comments:
Thanks, are fixed.
Also thanks for the language fixes, even tough I had trouble sen[dt]ing the
diverged branch. Well, my mistake. Remember: Pull first, modify later. ;)
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Review is done on GitHub, this branch is no longer valid.
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The proposal to merge lp:~widelands-dev/widelands-metaserver/ipv6 into
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Status: Needs review => Rejected
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It is also online on GitHub now:
https://github.com/widelands/widelands_metaserver/pull/2
Your choice where you want to review it.
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Thanks for asking for the "1". While looking at it I noticed that the protocol
definition was in fact outdated and at a similar place (where I only looked at
the documentation) they were in fact sending the strings "true" and "false".
Now the new code is also using "true"/"false" and the
Thanks! No hurry, though.
If you have experience with go (golang?), please also check stuff like code
style or so. It is my first try working with it.
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The "1" is defined in internet_gaming_protocol.h as "there will be another ip".
I can add a comment in the respective line.
I could replace the pair with a struct, but I it might happen that there is
only an IPv6 address but no IPv4 address. So I guess the struct might be better
readable but
Notabilis has proposed merging lp:~widelands-dev/widelands-metaserver/ipv6 into
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Requested reviews:
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Related bugs:
Bug #1689087 in widelands: "Implementing a relay server"
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Oh, thanks for the hint! I wasn't aware that this loop allows access to the
key. It does not solve the removal-problem, however. When I remove the client
while in the loop the behavior of the rest of the loop will be undefined.
I could add a local std::set and store the to-be-removed ids in
Thanks for testing and the review. I fixed all your nits except the iterator. A
foreach-loop would not work since I need it to get the key of the std::map and
also since I am modifying the map while running through it. The temporary
key-variable (for it->first) could be probably removed when I
The proposal to merge lp:~widelands-dev/widelands/net-boost-asio into
lp:widelands has been updated.
Commit Message changed to:
Replaced SDL-Net with Boost.Asio.
Added IPv6 support for non-metaserver games.
For more details, see:
Today it does not happen for me anymore. Really strange effect, no idea what
happened there.
So, if no-one has any requests or suggestions left, lets merge this?
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Pushed a fix for an assert(state_ == OFFLINE) bug which I encountered. The
problem was that on crash of a hosted game the logic jumped back to the main
menu without closing the connection to the metaserver. So when the player tries
to connect again, he already is connected to the metaserver
Thanks for the explanation and fixing Bunnybot! Good to see that it is working
again.
I did a short test with two network interfaces on Linux. With the current code
one packet is sent on both interfaces, so the kernel (or so) is already dealing
with duplicating them. With the apple-code, two
See the positive side: You were able to compile the branch! ;-)
Seems like some kind of memory corruption though I am not sure where it is
coming from. The line in GameHost indicates that the server crashed. What were
you doing when it happened? Could it be that your network went offline (just
Uh uh, my fault. This should have actually been an #ifdef. Is fixed now.
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So, code is cleaned up. A review of the new apple specific parts and maybe
another short test, then it can go?
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Fine by me, I will try to do so.
Thanks a lot for all the testing, it was a great help!
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Travis is only complaining about my coding style, which I have to agree with.
The current apple-test-code is totally ugly. ;-)
The failing builds are the debug builds, seems like release builds aren't doing
codechecks.
When I understood it right, the new code worked on your system, or? If you
Here, I have something more to play with for you. ;-)
When I understand it right, with the current version you are always getting the
log message "closing IPv6 socket" when entering the LAN lobby, right? With my
newest push this message hopefully does not appear any longer. And if it works
Review is dealt with. The code looks prettier now, thanks.
I have to do some more reading about IPv6 and OSX. I fear we will need some
platform specific code there. I will try to push something for testing in the
next days.
--
Thanks for the review, I will address most of it.
I commented some of your comments, on two points I disagree with you and would
prefer the way it currently is. Feel free to insist if you think I am wrong.
Diff comments:
>
> === modified file 'src/network/netclient.cc'
> ---
Review: Resubmit
Thanks a lot for testing! Sorry, somehow missed this yesterday.
- Thanks for fixing the find-broadcast code, it compiles and works on my
system, too.
- Trunk is merged, luckily without conflicts.
- I went through the boost history, seems like version 1.48 is good enough. A
lot
Seems like its building on Windows (or at least on Appveyor) now. A
confirmation and a short test would be appreciated, though. Also, building and
testing on MacOS is still missing.
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Thanks for the review! I included all your suggestions, even though the "prefer
IPv6" part is somewhere else in the code.
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I think your argumentation makes sense and it is quite likely that the game was
lagging when I encountered the bug. I wasn't able to force the bug by fighting
with a low framerate, though.
Diff looks good, too.
When I read the code right, the soldier dies / is deleted after 1 second
gametime
Notabilis has proposed merging lp:~widelands-dev/widelands/net-boost-asio into
lp:widelands.
Requested reviews:
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Related bugs:
Bug #1689087 in widelands: "Implementing a relay server"
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For mo
Review: Approve
Code looks good and I wasn't able to make it crash any longer.
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Notabilis has proposed merging
lp:~widelands-dev/widelands/bug-1690649-netclient into lp:widelands.
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Bug #1690649 in widelands: "crash in NetClient::is_connected()"
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Thanks, is done.
I used the *Impl structs to hide that we are using SDLNet, but admittedly it
doesn't really matter.
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Thanks for the review! I included nearly all of them in the commit, except for
you "Game or Net"-comment which was already correct.
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Description changed to:
Hint: You don't need to know anything about networking to review this.
Moving some code around to hide most SDLNet specific calls inside two classes.
This branch should
Notabilis has proposed merging lp:~widelands-dev/widelands/refac-netcode into
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For mo
Review: Approve
Code looks good and it seems to work fine. Tested it with b19 savegames with
and without ports and with a current scenario savegame.
A small remark: Increasing "tribe_buildings" could probably be replaced with
"player->tribe().buildings().size()".
--
Review: Resubmit
Fixed overlap of slider labels by measuring their drawing width. This means
that different languages will see different amounts of labels. Also sliders for
the ware statistics and the general statistics differ since the windows have
different widths. English and German seem to
Somehow that savegame seems familiar...
The problem is that the slider does not use the new function at all but has up
to 7 hardcoded entries (see array time_in_ms). How many are shown is simply
determined based on which one are less than the elapsed gametime.
A simple fix would be to reduce
I attached another branch to the bug report, which should always enable
barracks on loading a game. For the record: I am against merging the other
branch since it breaks scenario savegames.
https://code.launchpad.net/~widelands-dev/widelands/bug-1685331-always-enable
--
The attached savegames have both already be saved with this branch, so the code
of this branch does not react. Just my guess: You opened the single-player
b19-save with trunk, noticed missing barracks, saved and opened the bug report.
Then you opened and saved both games with this branch. Am I
Just noticing: My last commit message is a bit broken. The first "Removed"
should actually be an "Added". :-D
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No problem, is done.
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Bug #1685331 in widelands: "Barracks can't be built with old savegames"
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The diff looks okay to me and a short test game hasn't shown any optical
glitches. But... ;-)
Three minor remarks code-wise:
- Is there a reason that Bob::calc_drawpos() (and derived methods) are still
returning floats? Since it returns the pixel position on the screen I guess it
is always an
Review: Approve
The diff looks good to me and I haven't noticed anything strange in-game.
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Review: Approve
Why does the description of this merge request sounds familiar? Strange... ;-)
But the diff looks good to me and the sounds are playing in-game so it seems to
be alright.
I don't know much about cmake so I can't say much about moving widelands.h. Is
there a real reason to move
Makes sense, thanks.
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Review: Approve
Thanks for fixing, diffs looks good to me and it works as wanted when testing.
Thanks for the change regarding upgrades and dismantling.
I don't really understand your fix for the segfault. As far as I can see, your
only change is storing the parent pointer now in the
Review: Needs Fixing
First of all: I like the intended change, the feature-changes as well as
separating logic and wui. Unfortunately, there are two bigger problems with
this branch.
The diff looks good to me so far. A small nit: The std::map
wanted_building_windows_ stores the coordinates as
Currently, create() is only called by the ship windows and by popup messages
(e.g. the current status with the collectors win condition but not messages
like "no rocks"). When the notifications_buildingwindows branch is merged,
buildings will use it, too.
I just tried (and pushed) a
Review: Approve diff only
I am a bit scared to say something here again, but: The diff looks good to me.
;-)
I have neither tested nor compiled the changes, though. But grep couldn't find
any of the to-be-removed strings in trunk or the metaserver source. So, uh...
I guess it can be merged?
Review: Resubmit
Okay, good news first: I am using the UniqueWindow now and the code looks much
better. Thanks for the hint.
Bad news: In my previous commit, clicking on a ship with the window in the
background or minimized focused and showed the window. This is no longer the
case with the
Review: Approve
Thanks for the campaign fixes, the diff looks good to me now.
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1) I care. At least a bit. The test map didn't had any fish in the upper part
of the pond (Not "0 of 4" but really "none"). So neither the fisher nor the
fish breeder can do any work there. But I guess it is a seldom case and can be
ignored.
2) Okay, fine by me. I don't think it is important
Uh... I think one of us is reading the code wrong. Or maybe the code it
behaving strange. As far as I see it:
1) Mark the objective as done (should be moved down to 3)
2) Wait one minute
3) Display dialog that objective is done
4) Wait 15 minutes
5) Start training site objective
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Nice branch, I like the change. Testing with the provided save game showed both
messages. Also, the code looks okay to me (as far as I understand it). Quite
complicated, but I can't come up with a better way.
I have two comments, though:
1) The send message says "if there are some fish left".
A quick round with grep: Most of the STRINGS are sent by the metaserver. I
couldn't find RESTARTING and GAME_NOT_CONNECTABLE so they can probably go.
I also couldn't find the exception-strings BACKWAR[TD]S_RUNNING_TIME but that
is no surprise.
--
Review: Needs Fixing
Oh, thanks for the explanation SirVer! This means we can't remove entries like
igmessages["GAME_TIMEOUT"] since they are used/called by the metaserver. That
is probably not the only not-really-but-seemingly-unused message in the client.
--
The diff looks good to me and Travis says it compiles. So I guess it can be
merged.
Just out of curiosity: Does anyone now by chance where "The metaserver was
unable to connect to your game." is coming from in the current game version? I
wasn't able to find the message in the source of the
Most of the diff looks good to me.
Two nits:
- "Ctrl + +" and "Ctrl + -" just look strange. But I haven't any better idea.
- I would split up the "Ctrl + 1-9" help text into a "Ctrl + 1-9"-line for
storing and a "1-9"-line for restoring the positions. Maybe also add a comment
that the zoom level
I only looked at the diff and the lua-changes look good to me. I also like the
extended documentation.
I can't say much about the source code change. The code itself looks okay but I
have no idea what exactly _() and pgettext_exp() are doing.
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Related bugs:
Bug #1661220 in widelands: "Review campaigns in regard of needed barracks"
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Widelands Developers (widelands-dev)
Related bugs:
Bug #1658456 in widelands: "Imperials: Soldier target quantity not changable"
https://bugs.lau
Code looks good to me and in single player it works as wanted.
What do you mean with your NOCOM?
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https://code.launchpad.net/~widelands-dev/widelands/bug-1634736-victory-gamespeed/+merge/316973
Your team Widelands Developers is requested to review the proposed merge of
Well, those who can read ...
After some failed approaches I ended up with the creative data usage, just to
push it and see your comment. Thanks for the hint with the warehouse packet
version, I missed that one but I am using it now.
Loading old expedition packets is not as pretty as I would
Notabilis has proposed merging
lp:~widelands-dev/widelands/bug-1658616-inputqueue-build19 into lp:widelands.
Requested reviews:
Widelands Developers (widelands-dev)
Related bugs:
Bug #1658616 in widelands: "InputQueue prevents old savegames from being
loaded"
https://bugs.lau
I guess I could implement a version which does not change the save file format.
However, this would mean:
a) Open up some internals (mainly the request-object) of the WorkersQueue class
to the expedition class
b) Would only work as long as the number of workers is either 0 or 1
So it would be
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