Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1795871-lua-set_workers into lp:widelands

2018-10-28 Thread Notabilis
Travis failed for GCC 7 Debug Build with "No output has been received in the 
last 10m0s" when running the new test. Since all other builds succeeded, I 
think this is transitional error. At least, I am not aware of any loops related 
to this branch that could end up in an endless loop.

@bunnybot merge force
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1795871-lua-set_workers into lp:widelands

2018-10-27 Thread GunChleoc
Yep!

@bunnybot merge
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1795871-lua-set_workers into lp:widelands

2018-10-27 Thread Notabilis
Worked fine now, thanks! So I guess this can be merged now?
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1795871-lua-set_workers into lp:widelands

2018-10-27 Thread GunChleoc
I have added a function to stop the barracks. The test should be green now.
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1795871-lua-set_workers into lp:widelands

2018-10-26 Thread Notabilis
Thanks for adding the test. The code is looking good, but for me the test fails:

Error in Lua Coroutine
[../src/scripting/lua_errors.cc:22] [string 
"test/maps/plain.wmf/scripting/test_inputqueue..."]:9: expected '8' but was '7'!

I think the problem is that the barracks starts working immediately, consuming 
one carrier while doing so.
Possible fixes would be either to stop the barracks (is that even possible by 
script?) or connecting it to the headquarter (should stop the barracks since 
there already are enough soldiers on store).
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1795871-lua-set_workers into lp:widelands

2018-10-25 Thread Notabilis
Seems indeed as if something failed within Launchpad. For convenience, here is 
the change:
https://bazaar.launchpad.net/~widelands-dev/widelands/bug-1795871-lua-set_workers/revision/8897

Interesting is only the first block, the rest are added brackets.
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1795871-lua-set_workers into lp:widelands

2018-10-25 Thread hessenfarmer
This seems to be some Launchpad error. If you click  browse the code it is 
shown including the diff.
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1795871-lua-set_workers into lp:widelands

2018-10-24 Thread GunChleoc
I don't see any diff here. Did you push your changes?
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1795871-lua-set_workers into lp:widelands

2018-10-23 Thread Notabilis
On second thought, this fix is kind of broken. I haven't tested it but it will 
most likely fail if a building has the same worker type as an "input" worker 
and as a "worker" worker. In that case, the input workers will probably be 
deleted as well.
Unfortunately the PlayerImmovable given as a function parameter does not offer 
a way to differentiate between the two kinds of workers. To fix this, one would 
probably create a copy of this function specifically for production sites.

If this should be done, feel free to say so. Otherwise we could just merge this 
code (since it fixes an appeared bug) and wait whether it fails again (and 
maybe add a TODO comment in the code).
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