The proposal to merge lp:~widelands-dev/widelands/new-shipping into
lp:widelands has been updated.
Status: Needs review => Work in progress
For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/new-shipping/+merge/371155
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I have added some comments
Diff comments:
>
> === modified file 'src/logic/map_objects/tribes/ship.cc'
> --- src/logic/map_objects/tribes/ship.cc 2019-05-27 14:28:34 +
> +++ src/logic/map_objects/tribes/ship.cc 2019-09-03 15:47:16 +
> @@ -736,22 +736,215 @@
> }
> }
>
The detour-baselength assert will definitely not give any further trouble now –
I removed it ;)
Making a detour really can shorten the ship´s path by a few fields in some
cases… :P
The ship.get_nritems() assert is also fixed now, though the savegame might
remain broken.
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I now got
Assertion failed: (ship.get_nritems() == 0), function ship_arrived,
file ../src/economy/portdock.cc, line 383.
after
./widelands --loadgame=~/Downloads/ShipCrash5.wgf
Somwhat after 1:56... from https://www.magentacloud.de/share/tu4ayusx.k
Do frisians have very special wares?
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got another detour assert:
/widelands-repo/new-shipping/src/economy/fleet.cc:890: void
Widelands::Fleet::check_push_destination(Widelands::Game&, Widelands::Ship&,
const Widelands::PortDock&, Widelands::PortDock&, uint32_t): Zusicherung
»detour >= base_length« nicht erfüllt.
Abgebrochen
Continuous integration builds have changed state:
Travis build 5356. State: passed. Details:
https://travis-ci.org/widelands/widelands/builds/578276856.
Appveyor build 5126. State: success. Details:
The "detour >= base_length" assert should finally be fixed. Also changed the
double-colonization check as suggested.
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I had a look at the check for disallowing double colonization. I think it would
be sufficient to check whether there's a building there, we don't care if it's
a port or a construction site. It might even be safer, because the enemy might
also have been faster with building something there.
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Can you please merge trunk? I am struggling with bug 1839740 ... which is
solved in trunk.
I get the same crash:
/widelands-repo/new-shipping/src/economy/fleet.cc:888: void
Widelands::Fleet::check_push_destination(Widelands::Game&, Widelands::Ship&,
const Widelands::PortDock&,
Continuous integration builds have changed state:
Travis build 5347. State: failed. Details:
https://travis-ci.org/widelands/widelands/builds/577456819.
Appveyor build 5117. State: success. Details:
Review: Needs Fixing
OK I have a ShipCrash4.wgf at https://www.magentacloud.de/share/tu4ayusx.k
I start this with $ ./widelands --loadgame=~/Downloads/ShipCrash4.wgf
and wait about 10 Minutes for
Assertion failed: (detour >= base_length), function check_push_destination,
file
No wonder it was buggy, I used the wrong variable for calculating the length of
the detour :)
Please check whether it still happens…
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Now I was kiled here:
Assertion failed: (detour >= base_length), function check_push_destination,
file ../src/economy/fleet.cc, line 887.
5 widelands 0x0001102aedf9
Widelands::Fleet::check_push_destination(Widelands::Game&, Widelands::Ship&,
OK, I can load the Savegame again, lets continue hunting ...
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The OPtr is just a wrapper for a MapObject. I use OPtr rather than
PortDock* to avoid segfaults when the portdock is destroyed. The == comparison
compares serials, so it´s 100% safe to use.
I found a potential cause for this assert in the way superfluous or invalid
destinations are discarded,
Next one please check: https://www.magentacloud.de/share/tu4ayusx.k
ShioCrash2.wgf
Crashes here:
Assertion failed: (old_index < nr_dests), function reorder_destinations,
file ../src/logic/map_objects/tribes/ship.cc, line 902.
With a Debugger I found...
Via the ReplayWriter
I believe this is a bug in trunk since I didn´t touch that code, but I´ll fix
it here. Once the portspace becomes unavailable, other ships shouldn´t be
allowed to start colonizing. No savegame needed, should be easy to reproduce.
I´ll also add this case to the testsuite.
Still wasn´t able to
OK, found an obvious Bug:
* Two ships find the same PortSpace
* Tell both of them to build a port.
4: Colonization error: unloading wares to constructionsite of atlanteans_port
(owner 4) failed.
Wares unloaded to the site: 3, max capacity: 3, remaining to unload: 13
No free capacity to unload
Hello benedikt, I am back and will try
more with a debugger attached, any news from your siede?
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Mhh, it took about 15-30 minutes to trigger the asserts.
I will be "on call duty" this week, so I have even less time.
I tried one of the new features of trunk : order Soldiers to be sent
to the port immediateley once it was build.
As of some Towers "across the Sea", I was able to plan
I tried out all four UnrealAssert savegames now and *none* of them triggered an
assert fail. Do you have replays that end with assert-crashes?
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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,
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
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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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?
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):
Continuous integration builds have changed state:
Travis build 5332. State: passed. Details:
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Appveyor build 5104. State: success. Details:
Just started the Debugger and wondered where this this OPtr thing comes from.
But whatever you did looks like you fixed it.
Will go on laying my Map now until I got whatever was possible.
AND thanks!
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Another guess pushed, this one may fix it. (untested, can´t compile atm.)
Please test…
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I added the complete output to:
https://www.magentacloud.de/share/tu4ayusx.k#$/
Crash.txt
Will try a debugger now
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Continuous integration builds have changed state:
Travis build 5331. State: failed. Details:
https://travis-ci.org/widelands/widelands/builds/572672291.
Appveyor build 5103. State: success. Details:
I added some debug output, please try again…
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Sorry still got it
SaveHandler::save_game() took 2536ms
Reloading the game from replay
=
==99248==ERROR: AddressSanitizer: heap-use-after-free on address 0x603000c71568
at pc 0x0001102296de bp 0x7ffee2224ef0 sp 0x7ffee2224ee8
I have pushed a blind guess what might be causing this, please test whether
this fixes it
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Mhh, I have:
Check for working CXX compiler:
/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/c++
-- works
Apple LLVM version 10.0.1 (clang-1001.0.46.4)
And I get still get this crash at bzr9140[new-shipping]
directy when loading that file.
We had such
Whatever you did, looks like it fixed the regression tests, too.
I have about no time this weeek. But this deserves some playtesting, mmh.
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Yes, with ASan. It complains about the usual memory leak when closing
Widelands, nothing else.
Travis is happy now, regression tests are working there.
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Continuous integration builds have changed state:
Travis build 5317. State: passed. Details:
https://travis-ci.org/widelands/widelands/builds/570717296.
Appveyor build 5089. State: success. Details:
Continuous integration builds have changed state:
Travis build 5314. State: failed. Details:
https://travis-ci.org/widelands/widelands/builds/570532677.
Appveyor build 5087. State: success. Details:
Can´t reproduce. I downloaded your savegame, loaded it, let it run for ten
minutes gametime and then closed it, all without problems…
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Loading the Savegame Unreal.wgf from
https://www.magentacloud.de/share/tu4ayusx.k
provokes this ASAN error in
==1418==ERROR: AddressSanitizer: heap-use-after-free on address 0x6040025b5898
at pc 0x00010b77478e ...
#2 0x10b75f8cc in Widelands::PortDock::cleanup(Widelands::EditorGameBase&)
Ah ok :) you meant, don´t use realtime as a limit for calculation steps. OK, if
playtesting shows that such a limit is necessary (atm I don´t think it is) the
limit will be implemented by max number of destinations or perhaps max total
route length.
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> be carefull not to use (local) timings ...
For some rendering code you might use an approach
long ts = current_time() + kMaxRenderingMillis;
do {
refine_textures(...)
} while (ts < current_time());
With widelands we must not do such things, got the idea?
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Thanks for reviewing :)
Implemented or replied to your comments.
I´ve been playing so far on Dust In The Wind where I didn´t notice performance
problems (owning ~ half the islands). A big map with many many ports would be
great for testing though.
This is sort of like the TSP with additional
Review: Needs Fixing regression tests
We have a lot of regressiontests about seafaring (for a reason :-)
./regression_test.py -b ./widelands
FAILs
test/maps/ship_transportation.wmf/scripting/test_rip_ports_with_worker_in_transit.lua
...
for (const auto& pair : dq) {
> + OPtr optr(pair.first);
> + uint32_t priority = pair.second;
> + size_t old_index = 0;
> + for (;; ++old_index) {
> + assert(old_index < nr_de
to review the proposed merge of
lp:~widelands-dev/widelands/new-shipping into lp:widelands.
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wever, due to the linked bug,
trunk savegames may show irrational behaviour.
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=== modified file 'src/economy/fleet.cc'
--- src/economy/fleet.cc 2019-04-24 15:1
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