Re: [Warzone-dev] [Warzone2100-commits] SF.net SVN: warzone2100:[7902] trunk

2009-07-26 Thread Dennis Schridde
Am Sonntag, 26. Juli 2009 20:07:13 schrieb Per Inge Mathisen:
> On Sun, Jul 26, 2009 at 7:46 PM, Dennis Schridde wrote:
> >> Add INI file parser (iniParser -- version 3.0b (beta) by N.Devillard)
> >
> > Please add the possibility of --with-iniparser=system to configure.
>
> Don't see why, as I don't think any distros package it.
http://gentoo-portage.com/dev-libs/iniparser

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Re: [Warzone-dev] Just a few comments about a few commits

2009-07-26 Thread Dennis Schridde
Am Sonntag, 26. Juli 2009 20:05:20 schrieb bugs buggy:
> On 7/26/09, Dennis Schridde  wrote:
> > Am Sonntag, 26. Juli 2009 05:11:55 schrieb bugs buggy:
> > >  Revision: 7891
> > >
> >  > http://warzone2100.svn.sourceforge.net/warzone2100/?rev=7891&view=rev
> >  > Author: zarelsl
> >  > Date: 2009-07-22 22:12:41 + (Wed, 22 Jul 2009)
> >  > "Index terrain textures (~68 MB -> ~22 MB); idea suggested by i-NoD."
> >  >
> >  > ... I thought any big data changes should be brought to the attention
> >  > of the ML for comments.  True, in this case, since most everyone is
> >  > away, it wouldn't have made a difference,
> >
> > Who is away?
> >  Speaking at least for me:
> >  I am still watching, even if you do not see much of me.
>
> The better question is, who isn't away?
> AFAIK, only Per & Zarel & Cybersphinx (Christian) are fairly active
> looking at the commit list this past month.
True. I am just actively looking at the commit list. ;)

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Re: [Warzone-dev] Project Status?

2009-07-26 Thread Zarel
On Sun, Jul 26, 2009 at 2:23 PM, Stephen Swaney wrote:
> Has it been tested by anyone besides yourself?
>
> Not directed at you personally, but the standard excuse for
> commiting broken code is "But I tested it myself!".  It ought to be
> the punch line of a joke.  Programmers are the worst people to test
> their own code.

True, I guess it's better if we wait another week for release, and
everyone can press S a lot and see if it works as advertised.

-Zarel

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Re: [Warzone-dev] Project Status?

2009-07-26 Thread Stephen Swaney
On Sun, Jul 26, 2009 at 01:59:31PM -0500, Zarel wrote:

> On Sun, Jul 26, 2009 at 12:53 PM, Christian Ohm wrote:
> > I object. "Let me put untested stuff in and tag immediately afterwards" 
> > doesn't
> > exactly sound like good quality-control.
> 
> It'd actually be rather well-tested, overall. I mean, I've been
> testing it myself, and the code logic is simple enough that it's
> doubtful anything would break.

Has it been tested by anyone besides yourself?

Not directed at you personally, but the standard excuse for
commiting broken code is "But I tested it myself!".  It ought to be
the punch line of a joke.  Programmers are the worst people to test
their own code.

-- 
Stephen Swaney  
sswa...@centurytel.net

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Re: [Warzone-dev] Project Status?

2009-07-26 Thread Zarel
On Sun, Jul 26, 2009 at 12:53 PM, Christian Ohm wrote:
> I object. "Let me put untested stuff in and tag immediately afterwards" 
> doesn't
> exactly sound like good quality-control.

It'd actually be rather well-tested, overall. I mean, I've been
testing it myself, and the code logic is simple enough that it's
doubtful anything would break.

-Zarel

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Re: [Warzone-dev] Just a few comments about a few commits

2009-07-26 Thread Zarel
On Sat, Jul 25, 2009 at 10:11 PM, bugs buggy wrote:
>  Revision: 7842
> http://warzone2100.svn.sourceforge.net/warzone2100/?rev=7842&view=rev
> Author: zarelsl
> Date: 2009-07-13 21:10:49 + (Mon, 13 Jul 2009)
> "2.2: Fix possible buffer overflow in missionFlyTransportersIn and
> getLandingX/Y."
>
> How does this fix anything?
> These should be asserts (so we can find the real cause), and this code
> fragment in getLandingX() and getLandingY() is just wrong:
>        if ((unsigned int) iPlayer > 8)
>        {
>                iPlayer = 8;
>        }
>
> You can't make that assumption, and you are possibly introducing more
> bugs with that.

I discussed this with cybersphinx before committing, and we've
discussed on IRC again why it's a perfectly valid assumption to make.
I'll go update the numbers to use the #defined ones, okay? =/

>  Revision: 7887
> http://warzone2100.svn.sourceforge.net/warzone2100/?rev=7887&view=rev
> Author: zarelsl
> Date: 2009-07-19 22:26:54 + (Sun, 19 Jul 2009)
> "2.2: Stop rotation when "Continue" is pressed after winning a
> multiplayer/skirmish game."
>
> IIRC, the whole reason behind this, was so you can't 'continue' the
> game as normal, ie, it is mainly to fire the fireworks, to show you,
> you won, or lost.  This could introduce more bugs, since your screwing
> with the original design, and you haven't modified any of the scripts
> for the win/loss stuff.
> Which means, that in the least, I would add a info("Game has ended"),
> or perhaps a addDumpInfo("Game has ended"), so we can weed out crash
> reports when people "continue" after a win/loss.

Sure, go ahead and do that, or I will at some point.

Seriously, I would've modified the scripts for win/loss stuff, but
they don't make any sense at all. Where does a loss disconnect a
player? I still can't find that code. Please _please_ point me to it;
I've been asking for months.

>  Revision: 7891
> http://warzone2100.svn.sourceforge.net/warzone2100/?rev=7891&view=rev
> Author: zarelsl
> Date: 2009-07-22 22:12:41 + (Wed, 22 Jul 2009)
> "Index terrain textures (~68 MB -> ~22 MB); idea suggested by i-NoD."
>
> ... I thought any big data changes should be brought to the attention
> of the ML for comments.  True, in this case, since most everyone is
> away, it wouldn't have made a difference, but it would have been nice.
>  I also don't think this was required per se, perhaps when we would
> have branched 2.3...

Erm, I never heard this. Why? I mean, it's not exactly a controversial change.

-Zarel

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Re: [Warzone-dev] [Warzone2100-commits] SF.net SVN: warzone2100:[7902] trunk

2009-07-26 Thread Per Inge Mathisen
On Sun, Jul 26, 2009 at 7:46 PM, Dennis Schridde wrote:
>> Add INI file parser (iniParser -- version 3.0b (beta) by N.Devillard)
> Please add the possibility of --with-iniparser=system to configure.

Don't see why, as I don't think any distros package it. It is just
four, small files.

  - Per

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Re: [Warzone-dev] Just a few comments about a few commits

2009-07-26 Thread bugs buggy
On 7/26/09, Dennis Schridde  wrote:
> Am Sonntag, 26. Juli 2009 05:11:55 schrieb bugs buggy:
>
> >  Revision: 7891
>  > http://warzone2100.svn.sourceforge.net/warzone2100/?rev=7891&view=rev
>  > Author: zarelsl
>  > Date: 2009-07-22 22:12:41 + (Wed, 22 Jul 2009)
>  > "Index terrain textures (~68 MB -> ~22 MB); idea suggested by i-NoD."
>  >
>  > ... I thought any big data changes should be brought to the attention
>  > of the ML for comments.  True, in this case, since most everyone is
>  > away, it wouldn't have made a difference,
>
> Who is away?
>  Speaking at least for me:
>  I am still watching, even if you do not see much of me.
>

The better question is, who isn't away?
AFAIK, only Per & Zarel & Cybersphinx (Christian) are fairly active
looking at the commit list this past month.

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Re: [Warzone-dev] Project Status?

2009-07-26 Thread Christian Ohm
On Sunday, 26 July 2009 at 19:53, Christian Ohm wrote:
> I object. "Let me put untested stuff in and tag immediately afterwards" 
> doesn't
> exactly sound like good quality-control.

... on the other hand, it sounds like a good plan to do more frequent releases.
Go ahead.

-- 
This is the first age that's paid much attention to the future, which is a
little ironic since we may not have one.
-- Arthur Clarke

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Re: [Warzone-dev] Project Status?

2009-07-26 Thread Christian Ohm
On Sunday, 26 July 2009 at 10:57, Zarel wrote:
> On Sun, Jul 26, 2009 at 7:11 AM, Per Inge
> Mathisen wrote:
> > Unless I am hearing any objections, I'll be tagging for release today.
> 
> No, no, no, by "relatively soon", I didn't mean _that_ soon! I still
> have some uncommitted patches! Wait up!
> 
> Although, unless I am hearing any objections, I can tag for release
> either today or tomorrow after I commit everything.

I object. "Let me put untested stuff in and tag immediately afterwards" doesn't
exactly sound like good quality-control.

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Re: [Warzone-dev] Just a few comments about a few commits

2009-07-26 Thread Dennis Schridde
Am Sonntag, 26. Juli 2009 05:11:55 schrieb bugs buggy:
>  Revision: 7891
> http://warzone2100.svn.sourceforge.net/warzone2100/?rev=7891&view=rev
> Author: zarelsl
> Date: 2009-07-22 22:12:41 + (Wed, 22 Jul 2009)
> "Index terrain textures (~68 MB -> ~22 MB); idea suggested by i-NoD."
>
> ... I thought any big data changes should be brought to the attention
> of the ML for comments.  True, in this case, since most everyone is
> away, it wouldn't have made a difference,
Who is away?
Speaking at least for me: 
I am still watching, even if you do not see much of me.

--devu

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Re: [Warzone-dev] [Warzone2100-commits] SF.net SVN: warzone2100:[7902] trunk

2009-07-26 Thread Dennis Schridde
Am Sonntag, 26. Juli 2009 16:57:03 schrieb sen...@users.sourceforge.net:
> Revision: 7902
>  
> http://warzone2100.svn.sourceforge.net/warzone2100/?rev=7902&view=rev
> Author:   sendai
> Date: 2009-07-26 14:57:03 + (Sun, 26 Jul 2009)
>
> Log Message:
> ---
> Add INI file parser (iniParser -- version 3.0b (beta) by N.Devillard)
Please add the possibility of --with-iniparser=system to configure.

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Re: [Warzone-dev] Project Status?

2009-07-26 Thread Zarel
On Sun, Jul 26, 2009 at 7:11 AM, Per Inge
Mathisen wrote:
> Unless I am hearing any objections, I'll be tagging for release today.

No, no, no, by "relatively soon", I didn't mean _that_ soon! I still
have some uncommitted patches! Wait up!

Although, unless I am hearing any objections, I can tag for release
either today or tomorrow after I commit everything.

-Zarel

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Re: [Warzone-dev] Just a few comments about a few commits

2009-07-26 Thread Christian Ohm
On Saturday, 25 July 2009 at 23:11, bugs buggy wrote:
>  Revision: 7842
> http://warzone2100.svn.sourceforge.net/warzone2100/?rev=7842&view=rev
> Author: zarelsl
> Date: 2009-07-13 21:10:49 + (Mon, 13 Jul 2009)
> "2.2: Fix possible buffer overflow in missionFlyTransportersIn and
> getLandingX/Y."
> 
> How does this fix anything?
> These should be asserts (so we can find the real cause), and this code
> fragment in getLandingX() and getLandingY() is just wrong:
>   if ((unsigned int) iPlayer > 8)
>   {
>   iPlayer = 8;
>   }
> 
> You can't make that assumption, and you are possibly introducing more
> bugs with that.

That was a reaction to gcc reporting a warning (that stops compilation with
-Werror) "array subscript is above array bounds" when optimizing. Actually
retrying now (with r7842 reverted) I get:
mission.c: In function ‘saveMissionData’:
mission.c:3291: error: array subscript is above array bounds
mission.c:3291: error: array subscript is above array bounds

So gcc tries to inline getLandingX in saveMissionData - if I use

static LANDING_ZONE sLandingZone[MAX_NOGO_AREAS+1];

instead of

static LANDING_ZONE sLandingZone[MAX_NOGO_AREAS];

the warning disappears. So somewhere we get a possible 9 for the player number
there...

>  Revision: 7887
> http://warzone2100.svn.sourceforge.net/warzone2100/?rev=7887&view=rev
> Author: zarelsl
> Date: 2009-07-19 22:26:54 + (Sun, 19 Jul 2009)
> "2.2: Stop rotation when "Continue" is pressed after winning a
> multiplayer/skirmish game."
> 
> IIRC, the whole reason behind this, was so you can't 'continue' the
> game as normal, ie, it is mainly to fire the fireworks, to show you,
> you won, or lost.  This could introduce more bugs, since your screwing
> with the original design, and you haven't modified any of the scripts
> for the win/loss stuff.
> Which means, that in the least, I would add a info("Game has ended"),
> or perhaps a addDumpInfo("Game has ended"), so we can weed out crash
> reports when people "continue" after a win/loss.

The dumpinfo sounds good, and a warning in the release notes perhaps.

>  Revision: 7891
> http://warzone2100.svn.sourceforge.net/warzone2100/?rev=7891&view=rev
> Author: zarelsl
> Date: 2009-07-22 22:12:41 + (Wed, 22 Jul 2009)
> "Index terrain textures (~68 MB -> ~22 MB); idea suggested by i-NoD."
> 
> ... I thought any big data changes should be brought to the attention
> of the ML for comments.  True, in this case, since most everyone is
> away, it wouldn't have made a difference, but it would have been nice.
>  I also don't think this was required per se, perhaps when we would
> have branched 2.3...

I haven't compared screenshots yet, but I think the new textures look
different.

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Re: [Warzone-dev] Project Status?

2009-07-26 Thread Per Inge Mathisen
On Sun, Jul 26, 2009 at 12:51 PM, Per Inge
Mathisen wrote:
>> Zarel is pushing for a 2.2.2 relatively soon, what is the status of
>> this?
>
> The sooner the better.

Unless I am hearing any objections, I'll be tagging for release today.

 - Per

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Re: [Warzone-dev] [Warzone 2100 Trac] #605: "You are asking too much" power assert failure

2009-07-26 Thread Warzone 2100 Trac
#605: "You are asking too much" power assert failure
-+--
 Reporter:  Per  |  Owner:  gerard_ 
 Type:  defect   | Status:  new 
 Priority:  blocker  |  Milestone:  2.3 
Component:  Engine: Resource Management  |Version:  svn/trunk   
 Keywords:  power|   Operating_system:  All/Non-Specific
Blockedby:   |   Blocking:  
-+--

Comment(by Per):

 I believe the issue is that when power information goes out of sync (as it
 often does in MP games), then some players will appear to use more power
 than they have. Blocking their production requests will make the game go
 further out of sync.

-- 
Ticket URL: 
Warzone 2100 Trac 
The Warzone 2100 Resurrection Project
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Re: [Warzone-dev] Project Status?

2009-07-26 Thread Per Inge Mathisen
On Sun, Jul 26, 2009 at 8:52 AM, bugs buggy wrote:
> Just curious as to where we are at?
>
> I know that most of the devs are away/busy, so things have slowed down
> tremendously.
>
> For a alpha 2.3 release, the major blockers/issues with that are power
> code, skybox, and what else?

The remaining unresolved blocker bugs in 2.3 are related to recent
work by Gerard that I suspect are somewhat hard for other people to
debug.

> Zarel is pushing for a 2.2.2 relatively soon, what is the status of
> this?

The sooner the better.

> Anything else anybody want to share?  It is getting lonely on the ML. :S

I miss seeing patches on the ML before they are committed. We need the
extra peer review to keep quality from plummeting.

  - Per

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[Warzone-dev] [Warzone 2100 Trac] #756: Crash if map preview during map download

2009-07-26 Thread Warzone 2100 Trac
#756: Crash if map preview during map download
+---
 Reporter:  Per |  Owner:  
 Type:  defect  | Status:  new 
 Priority:  minor   |  Milestone:  2.2.2   
Component:  Engine: Networking  |Version:  2.2.1   
 Keywords:  map preview |   Operating_system:  All/Non-Specific
Blockedby:  |   Blocking:  
+---
 Reported in http://forums.wz2100.net/viewtopic.php?f=4&t=3387

  Workaroundish patch attached.

-- 
Ticket URL: 
Warzone 2100 Trac 
The Warzone 2100 Resurrection Project
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Re: [Warzone-dev] [Warzone 2100 Trac] #605: "You are asking too much" power assert failure

2009-07-26 Thread Warzone 2100 Trac
#605: "You are asking too much" power assert failure
-+--
 Reporter:  Per  |  Owner:  gerard_ 
 Type:  defect   | Status:  new 
 Priority:  blocker  |  Milestone:  2.3 
Component:  Engine: Resource Management  |Version:  svn/trunk   
 Keywords:  power|   Operating_system:  All/Non-Specific
Blockedby:   |   Blocking:  
-+--
Description changed by Zarel:

Old description:

> Playing skirmish on Miza.
>
> error   |04:50:32: [requestPowerFor] you are asking too much
> error   |04:50:32: [requestPowerFor] Assert in Warzone: power.c:448
> (asPower[player].powerRequested < 1000), last script event: '14
> (CALL_STRUCTBUILT)'
> warzone2100: power.c:448: requestPowerFor: Assertion
> `asPower[player].powerRequested < 1000' failed.
>
> Program received signal SIGABRT, Aborted.
> 0x0030fb832f05 in raise (sig=) at
> ../nptl/sysdeps/unix/sysv/linux/raise.c:64
> 64return INLINE_SYSCALL (tgkill, 3, pid, selftid, sig);
> Missing separate debuginfos, use: debuginfo-install alsa-
> lib-1.0.20-1.fc10.x86_64 freetype-2.3.7-3.fc10.x86_64
> libxcb-1.1.91-6.fc10.x86_64
> (gdb) bt
> #0  0x0030fb832f05 in raise (sig=) at
> ../nptl/sysdeps/unix/sysv/linux/raise.c:64
> #1  0x0030fb834a73 in abort () at abort.c:88
> #2  0x0030fb82bef9 in __assert_fail (assertion=0x6fd710
> "asPower[player].powerRequested < 1000", file=0x6fd2dc "power.c",
> line=448, function=0x6fd750 "requestPowerFor") at assert.c:78
> #3  0x00560a8f in requestPowerFor (player=0, amount=2952.00024,
> points=410) at power.c:448
> #4  0x005b4731 in aiUpdateStructure (psStructure=0x3467c10,
> mission=false) at structure.c:3405
> #5  0x005b5a4d in structureUpdate (psBuilding=0x3467c10,
> mission=false) at structure.c:3754
> #6  0x00516f77 in gameLoop () at loop.c:373
> #7  0x005193de in runGameLoop () at main.c:653
> #8  0x005197bf in mainLoop () at main.c:841
> #9  0x00519e25 in main (argc=1, argv=0x7fffe368) at
> main.c:1069
> (gdb) frame 3
> #3  0x00560a8f in requestPowerFor (player=0, amount=2952.00024,
> points=410) at power.c:448
> 448 ASSERT(asPower[player].powerRequested < 1000, "you are
> asking too much");
> (gdb) up
> #4  0x005b4731 in aiUpdateStructure (psStructure=0x3467c10,
> mission=false) at structure.c:3405
> warning: Source file is more recent than executable.
> 3405psFactory->timeToBuild -=
> progress;
> (gdb) p powerNeeded
> $1 = 2952.00024
> (gdb) p ((DROID_TEMPLATE *)pSubject)->powerPoints
> $2 = 62
> (gdb) p secondsElapsed
> $3 = 410
> (gdb) p secondsToBuild
> $4 = 8.6069
> (gdb) p gameTime
> $5 = 744622
> (gdb) p psFactory->timeStarted
> $6 = 333726
> (gdb) p ((DROID_TEMPLATE*)pSubject)->buildPoints
> $7 = 310
> (gdb) p (float)psFactory->productionOutput
> $8 = 36
> (gdb) p psStructure->player
> $10 = 0 '\0'
> (gdb) p selectedPlayer
> $11 = 7

New description:

 Playing skirmish on Miza.

 {{{
 error   |04:50:32: [requestPowerFor] you are asking too much
 error   |04:50:32: [requestPowerFor] Assert in Warzone: power.c:448
 (asPower[player].powerRequested < 1000), last script event: '14
 (CALL_STRUCTBUILT)'
 warzone2100: power.c:448: requestPowerFor: Assertion
 `asPower[player].powerRequested < 1000' failed.

 Program received signal SIGABRT, Aborted.
 0x0030fb832f05 in raise (sig=) at
 ../nptl/sysdeps/unix/sysv/linux/raise.c:64
 64return INLINE_SYSCALL (tgkill, 3, pid, selftid, sig);
 Missing separate debuginfos, use: debuginfo-install alsa-
 lib-1.0.20-1.fc10.x86_64 freetype-2.3.7-3.fc10.x86_64
 libxcb-1.1.91-6.fc10.x86_64
 (gdb) bt
 #0  0x0030fb832f05 in raise (sig=) at
 ../nptl/sysdeps/unix/sysv/linux/raise.c:64
 #1  0x0030fb834a73 in abort () at abort.c:88
 #2  0x0030fb82bef9 in __assert_fail (assertion=0x6fd710
 "asPower[player].powerRequested < 1000", file=0x6fd2dc "power.c",
 line=448, function=0x6fd750 "requestPowerFor") at assert.c:78
 #3  0x00560a8f in requestPowerFor (player=0, amount=2952.00024,
 points=410) at power.c:448
 #4  0x005b4731 in aiUpdateStructure (psStructure=0x3467c10,
 mission=false) at structure.c:3405
 #5  0x005b5a4d in structureUpdate (psBuilding=0x3467c10,
 mission=false) at structure.c:3754
 #6  0x00516f77 in gameLoop () at loop.c:373
 #7  0x005193de in runGameLoop () at main.c:653
 #8  0x005197bf in mainLoop () at main.c:841
 #9  0x00519e25 in main (argc=1, argv=0x7fffe368) at
 main.c:1069
 (gdb) frame 3
 #3  0x00560a8f in requestPowerFor (player=0, amount=2952.00024,
 points=410) at power.c:448
 448