[Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1776008-boost-deleted-uuid-function into lp:widelands

2018-06-11 Thread bunnybot
Continuous integration builds have changed state: Travis build 3603. State: passed. Details: https://travis-ci.org/widelands/widelands/builds/390925937. Appveyor build 3405. State: success. Details:

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

2018-06-11 Thread bunnybot
Continuous integration builds have changed state: Travis build 3604. State: failed. Details: https://travis-ci.org/widelands/widelands/builds/390981959. Appveyor build 3406. State: failed. Details:

[Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1776008-boost-deleted-uuid-function into lp:widelands

2018-06-11 Thread Notabilis
Notabilis has proposed merging lp:~widelands-dev/widelands/bug-1776008-boost-deleted-uuid-function into lp:widelands. Commit message: Removing explicit assignment when creating random UUID generator. Requested reviews: kaputtnik (franku) Related bugs: Bug #1776008 in widelands: "compiling:

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

2018-06-11 Thread hessenfarmer
> "How are differnt AI players handled? do they think all at the same time?" - > well, AI has quite a low priority and I dont think the freezes in the game are > cause by AI, but to better understand the AI timing, look at below code: > >

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

2018-06-11 Thread TiborB
Ideally AI is called 10 times in seconds and it skips some of those calls. But under load AI are called less frequently so it does not even skip any calls. And then definitively they act in one period of time (consecutively, not in parallel) --

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

2018-06-11 Thread hessenfarmer
Review: Approve Finally I have tested the last build of this branch with 4 AI players (one for each tribe) on fullmoon map and with Barbarians, Frisians and Empire on oasis triangle. Results were quite good AI did handle all tribes properly. However frisian fruit collectors were sometimes

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

2018-06-11 Thread TiborB
See one small comment in code Diff comments: > > === modified file 'src/ai/ai_help_structs.cc' > --- src/ai/ai_help_structs.cc 2018-04-08 22:33:43 + > +++ src/ai/ai_help_structs.cc 2018-06-10 10:37:32 + > @@ -339,6 +339,14 @@ > is_militarysite(false) { > } > > +uint16_t

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

2018-06-11 Thread hessenfarmer
agreed. Have not found any instance of this either. can be removed then -- https://code.launchpad.net/~widelands-dev/widelands/frisian_balancing_with_ai_hints/+merge/347166 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/frisian_balancing_with_ai_hints.

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1776008-boost-deleted-uuid-function into lp:widelands

2018-06-11 Thread kaputtnik
Review: Approve testing Compiling works fine :-) (beside the known issues) Here are the values of your quick test: Old values: uuid="3436e035-dc2e-46b8-ac1f-7487343547e6" last_start="1528746135" After deleting last_start: uuid="a9f6baf2-04c9-4588-9bbd-7c42e83eb1e6" last_start="1528746335"