The proposal to merge lp:~widelands-dev/widelands/failed_skipped_10s into
lp:widelands has been updated.
Status: Needs review => Merged
For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/failed_skipped_10s/+merge/368014
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Your team Widelands Develop
the inputqueues again
@bunnybot merge force
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Mailing
Refusing to merge, since Travis is not green. Use @bunnybot merge force for
merging anyways.
Travis build 5095. State: errored. Details:
https://travis-ci.org/widelands/widelands/builds/538979803.
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Your team
The 10s increase in the test fixed it. But we only need this as long as the
unify_sleep_time isn't merged into branch. We can revert these changes there
because sleeps aren't executed before a possible fail anymore.
@bunnybot merge
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This will run the whole test suite - he will only want to run the casern test
when fixing.
https://wl.widelands.org/wiki/RegressionTests/
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Running regression tests locally:
./regression_test.py -b ./widelands
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This branch fails:
test/maps/plain.wmf/scripting/test_casern.lua
How do I run the test locally?
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Okay, I'm going to set a new branch up that contains the changes to the lua
files. Base will be this branch.
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Did some thinking :D
> It is not necessary for buildings with leading sleep times of less then 10
> secs as these would been masked by the code now.
> Furthermore it is not necessary for buildings with only one output as the
> effect of wasted time if undersupplied would been averaged over time.
Unless you find others for which the criteria apply, but we could change that
anytime in a new branch as well.
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Okay, so basically only the buildings you listed above?
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lp:~widelands-dev/widelands/failed_skipped_10s.
Barbarians mines are not affected I think.
Basically the change of order is definitely necessary for all buildings with
multiple outputs and different inputs needed for the outputs (best example
atlantean or frisian toolsmithy).
It can be adopted (which I prefer) for buildings with multiple
It basically affects all buildings. Most buildings have a sleep before skipped
and/or consume. So we need to move them as well. But the question is, do we
want to move them or add them to the animation cycle? Or at least move some
seconds to the animation cycle?
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Hmm, there are many more. The question is. Shall we move the sleep time just
behind consume, or remove sleep and add the time to the animation time, were
applicable?
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Found some more. Barbarian's mines. Going to add the changes to this branch,
since it won't be merged because the casern_test failed. I guess we need to
adapt this test as well...
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Your team Widelands
Oops found some other buildings which need to be adopted to this scheme then
atlanteans crystal mine
empire marble mine, marble mine deep
frisians tailors shop, aqua farm, recycling center and eventually reindeer farm
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Review: Approve review
looks good to me. However there might be some complaints about having the sound
as some people (we all know) do find this annoying. However I like it.
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Review: Approve
LGTM :)
I removed the gettext function from the pure placeholder, because it does not
need translation.
@bunnybot merge
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Continuous integration builds have changed state:
Travis build 5079. State: errored. Details:
https://travis-ci.org/widelands/widelands/builds/538470132.
Appveyor build 4859. State: failed. Details:
The proposal to merge lp:~widelands-dev/widelands/failed_skipped_10s into
lp:widelands has been updated.
Commit message changed to:
add failed programs to the skipped stack
don't show % for trend
move sleep behind consume in metal_workshop & toolsmithy
added sound to helmsmithy
For
Toni Förster has proposed merging
lp:~widelands-dev/widelands/failed_skipped_10s into lp:widelands.
Commit message:
add failed programs to the skipped stack
don't show % for trend
Requested reviews:
hessenfarmer (stephan-lutz)
For more details, see:
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