Review: Approve compile, code review, test
Loogs good for me, played the originl desync now for > 30 minutes on two
network computers.
Will try to do more testing tomorrow
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Review: Approve testing
Revied the code and plyed for quit a while,
all fine for me
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Review: Approve code / compile
Compiles for me,
Manual Review in launchapd was fine,
will play on this branch for some time now.
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Hello SirVer:
Id like to move the 0.5 * line_width invariant in tesselate_line_strip out of
the loop.
(I tend to optimize all the code I see)
--
Hasi50
> Am 05.02.2016 um 20:19 schrieb SirVer :
>
> If you want to play around a little bit more, go for it. I will not code
>
WL crashed on me after I tried to open a games and iternet game I save some
versions ago,
Ill try a new game tomorrow unless this should work?
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Klaus Halfmann has proposed merging
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* Switch from m_
Hello GunChleoc, I cared for the copyright.
For the type of the player_num / player_index we shoud use the type you
suggested, of course.
But this is
a) out of scope of the original bug.
b) I have no Idea what, especially in LUA, might break.-
We should delegate this to some other ticket.
Hmm, clang tell me:
/Users/klaus/develop/widelands-repo/bug-1395278-network/src/io/filesystem/zip_filesystem.cc:549:56:
warning: format specifies type 'wchar_t *' but the argument has type
'const value_type *' (aka 'const char *') [-Wformat]
throw wexception("Failed
Klaus Halfmann has proposed merging
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Migration from m_
Review: Approve
I playes some Atlanters in "the last" bastion without any Hickups,
execpt that the trees so not grow that good in comparioson to r18?
Lets merge this...
--
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Review: Approve compile / test
Compiles, did some test with Gun, which foound bug #1542821 but this is the
same in trunk.
Maybe some lists will stay in some other state now, but as of the networking
error there
is no consistent state anyway.
OTOH we get rid of some memory leaks.
Diff
Review: Approve compile / code read
See only harmless renamings here,
will play some games now, but this will take some time
Diff comments:
>
> === modified file 'src/logic/game.cc'
> --- src/logic/game.cc 2016-02-07 07:16:24 +
> +++ src/logic/game.cc 2016-02-16 14:25:27 +
> @@
Pulling the network cable and then trying to go along the internet game gave me:
InternetGaming: reached a timeout for an awaited answer of the metaserver!
InternetGaming: Connecting to the metaserver.
Warning: Verbindungsproblem
Widelands konnte sich nicht zum Metaserver verbinden.
Assertion
Klaus Halfmann has proposed merging
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Added -Wno
Mhh, you canged the semantics:
* now: on Error you do not update anything.
* old: on Error list whre made empty (to indicate the error)
I will play a round with trunk to find how it looks like and then compare wiht
this branch.
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Make member variables
Hello SirVer:
Id propose a small change, mostly comments only
=== modified file 'src/ui_basic/panel.cc'
--- src/ui_basic/panel.cc 2016-02-13 19:17:06 +
+++ src/ui_basic/panel.cc 2016-02-14 11:20:39 +
@@ -148,9 +148,10 @@
// Panel-specific startup code. This might call
Hello Kaputtnick:
I just review that code, you wrote:
> Is there something specific to look at?
I think we should do tests in the „real world“ with different FPS seconds and a
real
Network jitter. SirVers approach feels correct to me, but I am not sure is this
may have adverse effects, as the
A test with TinoM palying on Impact with an AI, failed, going to reprodcu this
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Related bugs:
Bug #1395278 in widelands: "Consolidate naming of member variables"
https://bugs.launchpad.net/widelands/+b
Played this for seom 40 Minutes now, had no Problems whatsoever
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Review: Approve
Found only renamings, execpt for one improvement,
fine for me.
Will now play some Artifact hunting for completeness...
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The crash happens when you return to the internetlobby, when the computer was
offline meanwhile.
Looks like on of the Nullpointers in the Netowk code hit us. Still it did not
happen yesterday.
I may have to provoke it a bit harder, perhaps.
--
Review: Approve
Code looks good, still want to play a bit with the Ports on
my https://wl.widelands.org/maps/fjord-ilands2/ map.
And some refactoring toward clean code is always good :-)
--
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See my inline comment.
Diff comments:
> === modified file 'src/logic/map_objects/tribes/dismantlesite.cc'
> --- src/logic/map_objects/tribes/dismantlesite.cc 2016-02-18 18:27:52
> +
> +++ src/logic/map_objects/tribes/dismantlesite.cc 2016-03-13 09:28:07
> +
> @@ -93,7 +94,8 @@
Review: Approve
Played this with a lot of Ports and about > 6 Expeditions for some 3 hours.
I found a Problem with the network lobby (crash if Computer went offline
during the game) but that cannot be related to this code.
Compiled it again, but found it is alreday in trunk.
I will stick to
OK, thas as far as I came, too but now I get
$ ./regression_test.py -b ./widelands
...
File "./regression_test.py", line 103, in run_widelands
stdout_file.write(line)
TypeError: must be str, not bytes
I used
print(line, flush=True)
for
stdout_file.write(line)
stdout_file.flush()
but
Looks like you know more about python than I do,
lets check this ...
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Mhh, even using python 2.7 does not work, it just gets stuck in the splasg
screeen?
Was there some change in the Lua Binding?
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Review: Approve
OK, found only the expected renamings.
OK, Compiles on OSX
I have seen no actual code changes -> Approve
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Ah, here is the assertion:
WARNING: Player 1 has no starting position - illegal coordinates (29508, 22202).
WARNING: Player 2 has no starting position - illegal coordinates (-1, -1).
WARNING: Player 1 has no starting position - illegal coordinates (29508, 22202).
WARNING: Player 2 has no starting
perhaps to fast: /
Got a Crash in creating a radom Map 80x80 for 3 players in
Widelands::Map::get_starting_pos(unsigned char) const + 130 (map.h:205)
editor_tool_set_starting_pos_callback(Widelands::TCoords
const&,
--
Review: Needs Fixing regression test
OK, here is the Backtrace,
I think Appvoyer found something similar.
Widelands::EditorGameBase::create_immovable(Widelands::Coords, unsigned char,
Widelands::MapObjectDescr::OwnerType) + 160 (editor_game_base.cc:360)
Review: Needs Information
* When setting some options I get:
[] Section [global], key 'depth' not used (did you spell the name correctly?)
[] Section [global], key 'ui_font' not used (did you spell the name correctly?)
[] Section [global], key 'speed_of_new_game' not used (did you spell the name
Review: Approve review/compile/regression testst, playing
OK, all fine now.
I played a savegame for perhaps 15 Minutes, looked all fine
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Review: Approve compile, regressiontest.py +/-
Having more tests is always good and the code looks OK for me.
test-ngettext klaus$ ./regression_test.py -b ./widelands
OTOH Miroslav question is valid, where or when do we need to show someting like
"You have 3.145972 Item(plurals) in you
Mhh, looks like _setting_ the playerpos succeed but nrplayers is inconsistant,
mmh.
Should be unrelated to this branch.
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Review: Approve review/compile
Moste of the code is correct, we mave some "Upgrades" form 8bit to 32bit,
that where broken before but got unnoticed, but now they will become visible.
Please check my inline comments
Id really like to have some coverage tool that checks that this code is actually
I am still missing some comments about the basic
workings of this (very sepcial) window. and I have some questions:
* why is uint8_t as index, a plain unsigned int would not make a difference?
* why is there no visual response when adding the last view fails?
I cannot reproduce #1553699
Ill try to reproduce #1553699 whit this perhaps today ...
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Review: Approve test / compile
Bug #1553699? is fixed with this branch,
just reproduced this on bzr7903[trunk],
and found it fixed it here in bzr7904[watchwindow-fixes]
@Miroslav Remák: thanks for fixing this.
--
Played this for a while now, found no anomalies.
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Found a crash after playing archipelago for quite a while,
the game crashed when I quit, but I had not time to check yesterday.
But that should not be related to this branch, I think.
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Review: Approve
Found only renamings that are fine with me.
Copiled this and played it a while, found no anomalies.
Diff comments:
> === modified file 'src/io/filesystem/layered_filesystem.cc'
> --- src/io/filesystem/layered_filesystem.cc 2016-02-18 18:27:52 +
> +++
Archipelago works for Atlanters, so it should work for pretty every tribe.
Ill try another Map the next days. One of the three AIs
was able to develop at least a bit. You will need horses (ochsen, donkeys)
in the long term however
--
Mhh, I found #1562332 again, but this is yet another other Issue, can someone
elese reproduce this?
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Related bugs:
Bug #1395278 in widelands: "Consolidate naming of member variables"
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Related bugs:
Bug #1395278 in widelands: "Consolidate naming of member variables"
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Played perhas 30 Minutes had no
issues except an annyoing attacking AI :-)
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Expect a commit in some minutes
Diff comments:
>
> === modified file 'src/ai/ai_help_structs.h'
> --- src/ai/ai_help_structs.h 2016-03-12 20:06:24 +
> +++ src/ai/ai_help_structs.h 2016-04-02 16:49:56 +
> @@ -351,8 +350,8 @@
> uint16_t mines_percent; // % of res it can mine
>
Review: Approve compile, review
Looks good to me, with Apple clang I get a lot less warnings.
You removed on break; that looks incorrect, but I am but sure,
see diff comments.
I prepared some changes that would remove some implicit float -> double
warnings, too.
Not sure if I should commit
Hello Gun: changes look good to me,
Compiles on OSX without any new Issues.
Will try to play this on trunk today.
(Thanks for playing the Triangle :-)
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Uhm, the fix for bug-1562332 was somehow reverted, I will add it in this branch
again
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I got a crash in
0 widelands 0x00010d0cfa40
FullscreenMenuInternetLobby::fill_client_list(std::__1::vector const*) + 2336 (vector:641)
1 widelands 0x00010d0cf0e2 FullscreenMenuInternetLobby::think() + 146
(internet_lobby.cc:182)
but this is
Ready for merge, any objections?
SirVer, can you appove?
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Review: Approve playing
OK, I tried (got tired) of the nile, I think we should merrge this
now. Next time we should do this for single maps only.
I check some code, but not all, as I have no Idea what to check for.
So lets get his merged so we can check for single problems/bugs later.
If there
Klaus Halfmann has proposed merging lp:~widelands-dev/widelands/bug-1562332
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Requested reviews:
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Related bugs:
Bug #1562332 in widelands: "Crash in
FullscreenMenuInternetLobby::fill_client_list"
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Review: Approve compiled, tested, code review
That was easy, I still do not find my way around in that Internet code.
Thx for fixing this one.
Showing the version was _very_ good idea, too
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Review: Resubmit
Hello Gun, I reviewd that comment in workarea_info.h again.
Its just that I do not fully understand the usage of that map, yet.
So if you know what stings are used, please add them.
As of the implementation of std:map this will be correct, I guess.
But it usually is a abd idea
Review: Approve compile, codereview, manual test
Had two computer players play while I watched and saved two times.
When trying to load the game I saw a minimap (terrain only).
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kaputtnik: waht you need is a, so called, headless mode.
Either SDL can provide this (No idea how o do this, thiugh).
Or you can set um some X-Server thats works on some local
Bitmaps, which may be sufficent for your case.
Perhpas it is not needed so set up any graphics fo this case,
but the
Review: Approve code review, compile, test
Works for me.
The effect may still be void as the trees may have grown again after the port
was placed. (WHich would be some nic tactic to stop a port by some enemy).
--
Review: Approve compile, test, codereviw
Ok, statistics are fine now too,
you may still include the gold in the
status message (e.g. I increased my Gold Production
an gained some 100 points this way)
--
Review: Approve compile, play
This was an easy one :-)
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A small nit: After the "you have lost message" I get a last status message,
thats OK.
But it claims "The Game will end in ." instead of perhaps "The games is
finished",
oder "The Game will end in 0 minutes" or even "The game was finished 1 Minute
ago".
It may be ok (for the statistic as well)
About the gold: it does _not_ appear in the status message, thats the bug.
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Mhh, I am missing some Gold Points in the calcualtions.
every team has som 12 extra point at the beginning that do not sum up.
Is there some resource calculated, but not reported?
I found https://wl.widelands.org/wiki/GameHelpSinglePlayer/
and there Gold is mentioned as well, as every Player
Review: Approve
OK, for me with _my_ change, but gcc may complain again?
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I now get some (new?) clang warning, see inline comments.
Shall I commit the change?
Diff comments:
> === modified file 'src/logic/queue_cmd_factory.cc'
> --- src/logic/queue_cmd_factory.cc2016-01-18 05:12:51 +
> +++
Uhm, to late, already branched it.
/me will try to read first, next time :-)
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Review: Approve compile / regression / review / check f1-help
Fine for me.
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Thanks for the hints
Diff comments:
>
> === modified file 'src/scripting/lua_map.cc'
> --- src/scripting/lua_map.cc 2016-04-11 06:45:29 +
> +++ src/scripting/lua_map.cc 2016-04-16 12:42:55 +
> @@ -1871,10 +1871,16 @@
> /* RST
> .. attribute:: workarea_radius
>
> -
hope I fixed the codecheck issues now.
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Whats the Problem with Appveyor?
I did not find the Problem.
Did the build take to long?
Did I cancel it?
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Review: Approve review, compile, test
Fixes the bug and improves variable names, fine.
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Related bugs:
Bug #1571009 in widelands: "Work area radius: 45xxx in bzr7962[trunk]"
https://bugs.lau
Review: Approve compile, test, code review
Testprotocol -- Testing this was not that easy ...
* bzr7981[bug-1302593-result-screen]
* Playing "Impact" with "Autocrat" as Barbarian versus (no AI)
* Imperial and Atlanters
* Saved as "Test1" before defeating Imperial
* Saved as "Test2" before
Review: Needs Information compile, play, codereview
OK, I merged with trunk, which allowed me to load the saved game again.
I now was able to play the tutorial (nice one) till the end, but
the last objective still remains. As of the code I cannot see
how this should happen. Must I start the
Review: Approve compile, play
OK, finally it works.
Now please tell me why that simple code change did this trick.
Can I merge this wia launchpad now, or must someone else do this?
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Review: Approve compile, review, test
OK, Tested some "evil" charaters. On OSX '`´&$()[]{} are allowed while |/":*
are not (incomplete).
Maybe we should filter these as well, to avoid Filenames with bad effects on
the Commandline?
OTOH the average user will not not use such characters, will
Testing on OSX:
* removed .widelands folder
* :bug-1588063$ ./widelands --editor
* Created some random map and saved it
* found ./widelands/maps/My_Maps, OK
* Copied some selfmade map into ./widelands/maps
ls -R maps
Crossriver.wmf My_Maps
maps/My_Maps:
Test1608558.wmf
* I can open
Code llooks +/- equal for all tribes, lets do some testing.
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I actually did the same (but less sophisticated) for the Raspi
https://wl.widelands.org/forum/topic/2031/
but with some different flags, mmh.
What can I do to test this? (other then waiting for appveyor)
--
Review: Needs Information compile, plase
Uhhm, when testing this I got:
terrain: Terrain 'summer_meadow1' exists in map, not in world!
After loading any saved file. Can we merge in some fix for this?
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Looks good to me,
compiled and opend all the tables I coud think of and sorted them.
Found no crashes or Anomalies
gcc 5 in travis just needed to long?
Appveyor debug x64: could not read symbols: Memory exhausted.
These are no real Code Problems, can
Code LGTM, one nit about but as this HTML is not in the wild,
it may not be worth changing.
Will compile / test this now
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Review: Approve test, use
Testing is all fine
update_copyright_script$ ./utils/update_copyright.py
Usage: update_copyright.py
brombeere:update_copyright_script $ ./utils/update_copyright.py 2017
Updating copyright year to: 2017 ... lots of dots ... done.
brombeere:update_copyright_script $
I wonder, SirVer did you test that that bug is fixed?
The code is ok for me, too.
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Review: Resubmit
Gun: are you sure about changing alignement of Textarea, WordWrap and
RenderTarget to HAlign only?
void Textarea::draw() uses H and VAlignent, so text _can_ be centered
vertically.
Same for WordWrap:draw() and RenderTarget::blit().
Doing this will introduce a semantic change
FullscreenWindow will need Tiling { kNone, kHorizontal, kVertical }
and FullscreenWindow actually needs the all the Align enums.
I will try what I can make of it.
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Checked all you comments now, most are related to Textarea, WordWrap or
RenderTarget.
Change two others as you suggested.
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Review: Resubmit
Can this go in now?
I am vaction now and would like to start some other things...
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The alinment of the chatbox in the Mutiplayerlobby is now right,
must check the code for MultilineTextarea again.
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lp:~widelands-dev/widelands/align-align.
So now Align is HAlign and VAlign at the same time.
The originla Align is reprocuded by struct Alignment with halign and valign.
OK, we left the Era of 8bit, so no need to conserve that Memory.
Currently compiling but not in paralell to have some time for checking.
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Review: Approve compile, test
Fine for me, played 30m around some savegame.
Did not do a complete codereview
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lp:~widelands-dev/widelands/align-align.
I will try to merge this with trunk, looks like there are no conflicts (!)
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lp:~widelands-dev/widelands/align-align.
Code looks straight forward 1,$ s/sub/div/ ;-)
will comipile this and take a look
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Review: Approve compile, test, review
Works for me, lets work for Travis/Appvoyer, for completness
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lp:~widelands-dev/widelands/fh1-sub2div.
Klaus Halfmann has proposed merging lp:~widelands-dev/widelands/hasimusic into
lp:widelands.
Requested reviews:
toptopple (7010622-q)
Related bugs:
Bug #1549963 in widelands: "Proposal for a new Game music"
https://bugs.launchpad.net/widelands/+bug/1549963
Bug #1556620 in
Hello Gun, thnaks for the first review,
I was not sure where to use one dimension HAlign and where two Align,
I will follow your suggestions and change the sigantures of the funktions
involved.
About the Bitmask: I will extract an anonymous enum and put them there,
as they are needed for
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