[Wesnoth-bugs] [bug #21866] MP campaign underyling_id collision

2014-04-16 Thread Chris Beck
Update of bug #21866 (project wesnoth):

Severity:  3 - Normal = 5 - Blocker
  Status:None = Confirmed  

___

Follow-up Comment #2:

Since it is confirmed (I also confirmed it, Linux Mint 16 on 1.13-dev), and
since underlying_id collisions can cause big problems in unit_map and other
areas of the engine (in my limited understanding), I'm marking it confirmed
and upgrading to blocker. If you think this isn't serious enough to be a
blocker then feel free to downgrade.

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[Wesnoth-bugs] [bug #21916] Game is ready blocked at inappropriate times

2014-04-16 Thread Chris Beck
URL:
  http://gna.org/bugs/?21916

 Summary: Game is ready blocked at inappropriate times
 Project: Battle for Wesnoth
Submitted by: involution
Submitted on: Wed 16 Apr 2014 07:05:36 AM UTC
Category: Bug
Severity: 5 - Blocker
Priority: 6
  Item Group: Multiplayer Lobby
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 1.12,1.13-dev
Operating System: Win, Linux Mint

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Details:

Originally reported by gfgtdf.
This is a secondary issue caused (apparently) by the fix to 21808.

See PR 148 (https://github.com/wesnoth/wesnoth/pull/148) for an experimental
branch which tried to fix this but instead found that mp::wait and mp::connect
in some cases don't agree about the attributes of sides.




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[Wesnoth-bugs] [bug #21916] Game is ready blocked at inappropriate times

2014-04-16 Thread Chris Beck
Follow-up Comment #1, bug #21916 (project wesnoth):

s/21808/21758

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[Wesnoth-bugs] [bug #21915] resolution settings in windowed mode incorrect

2014-04-16 Thread Sebastia Kölle
Follow-up Comment #1, bug #21915 (project wesnoth):

Found the commit that causes this bug by locally reverting it:
04eea8963

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[Wesnoth-bugs] [bug #21776] Replays of reloaded games skip 'preload' event handlers

2014-04-16 Thread SlowThinker
Follow-up Comment #14, bug #21776 (project wesnoth):

(I agree this is a minor cause, probably not worth to work on it. Wesnoth has
much more serious problems. :) Like the lua environment that is not saved.
)

Also becasue i currently believe that relaoding should not change the
gamestate

I understand that philosophy, but the problem is the WML/lua system is far
from perfect, and there are situations in which it is useful (see comment #7,
the text that come to my mind).

And from a philosophical point of view, don't forget the save/load process
doesn't lead to an identical situation, since the controller may change. 
An example scenario: WML may help AI to cheat

 IMO a replay should be an exact replay. 
there are other events aswell which arent fired in the replay (select ... )
I see.
But still ... it is expected a select event won't be fired during a replay
because it is not synchronized. It is natural to expect that any stuff will be
replayed iff it is synchronized.
Also select events behave consistently in a replay. A preload event is fired
sometimes, sometimes it is not. (The situation would be more clean if the
events were distinguished, name=preload,save_and_reload )

Conquest Minus:
which could maybe the be solved by moving all the make some input in the
turn 2 event. But maybe you meant player actions (move, attack) while i
thought you meant right click menus, [message][option] and similar by input. 
Yes, I meant [message][option]. But in turn 1 players play the game, and in
turn 2 they decide whether the start is balanced enough. So the input must
stay within turn 2.


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[Wesnoth-bugs] [bug #21909] formula in SUF causes crashs/undefined behaviour

2014-04-16 Thread Daniel
Update of bug #21909 (project wesnoth):

Severity:  3 - Normal = 4 - Important  

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Follow-up Comment #1:

becasue it is a segault/undefined behaviour and i also think it isn't that
hard to fix, im upgrading to Important

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[Wesnoth-bugs] [bug #21915] resolution settings in windowed mode incorrect

2014-04-16 Thread George
Update of bug #21915 (project wesnoth):

 Open/Closed:Open = Closed 


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[Wesnoth-bugs] [bug #21915] resolution settings in windowed mode incorrect

2014-04-16 Thread George
Update of bug #21915 (project wesnoth):

  Status:None = Fixed  


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[Wesnoth-bugs] [bug #21926] give a better error message when loading savefiles with spaces in name

2014-04-16 Thread Chris Beck
URL:
  http://gna.org/bugs/?21926

 Summary: give a better error message when loading savefiles
with spaces in name
 Project: Battle for Wesnoth
Submitted by: involution
Submitted on: Wed 16 Apr 2014 07:35:07 PM UTC
Category: Bug
Severity: 2 - Minor
Priority: 4
  Item Group:  None of the others
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 1.12,1.13-dev
Operating System: Linux Mint 16

___

Details:

Right now, the file appears in the savefile browser but is tagged (Invalid)
in the load screen. If one clicks on it anyways, one doesn't actually get a
real error message. 

Suggestion: Either make file not found errors give a real error message as
would be handled like WML error messages, or make files with bad file names
not appear in the file browser. Actually maybe both.




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[Wesnoth-bugs] [bug #21927] don't crash with assertion when savefile replay doesnt have [start]

2014-04-16 Thread Chris Beck
URL:
  http://gna.org/bugs/?21927

 Summary: don't crash with assertion when savefile replay
doesnt have [start]
 Project: Battle for Wesnoth
Submitted by: involution
Submitted on: Wed 16 Apr 2014 07:46:08 PM UTC
Category: Bug
Severity: 4 - Important
Priority: 5 - Normal
  Item Group:  None of the others
  Status: None
 Privacy: Public
 Assigned to: gfgtdf
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 1.12,1.13-dev
Operating System: any

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Details:

give a better error message, such as will happen with a WML exception. for
example [command] [start] [/start] [/command] is mandatory at the beginning
of replays




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[Wesnoth-bugs] [bug #21883] Extremely jerky motion when clearing fog

2014-04-16 Thread anonymous
Follow-up Comment #5, bug #21883 (project wesnoth):

A few months ago I compiled from git and had this same issue. I had hoped it
would be fixed by now. ;) The git version I used back then was
03777e745bf39a6bd6082ef7766f4326cf543d69, problem is at least this old.

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[Wesnoth-bugs] [bug #21928] enemy unit sighted! announcement plays during replays

2014-04-16 Thread Chris Beck
URL:
  http://gna.org/bugs/?21928

 Summary: enemy unit sighted! announcement plays during
replays
 Project: Battle for Wesnoth
Submitted by: involution
Submitted on: Wed 16 Apr 2014 08:00:23 PM UTC
Category: Bug
Severity: 2 - Minor
Priority: 5 - Normal
  Item Group:  None of the others
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 1.12,1.13-dev
Operating System: Linux Mint 16

___

Details:

This is a regression from 1.10 IMO, when we didn't have these announcements
e.g. when an observer joins a game and is catching up.




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[Wesnoth-bugs] [bug #21929] multiplayer - load game dialog should correctly handle replays

2014-04-16 Thread Chris Beck
URL:
  http://gna.org/bugs/?21929

 Summary: multiplayer - load game dialog should correctly
handle replays
 Project: Battle for Wesnoth
Submitted by: involution
Submitted on: Wed 16 Apr 2014 09:21:19 PM UTC
Category: Bug
Severity: 3 - Normal
Priority: 5 - Normal
  Item Group:  None of the others
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 1.12,1.13-dev
Operating System: any

___

Details:

right now it fails with this scenario has no id, and if that check is
disabled, with this scenario has no sides. i would think that we would be
able to detect a replay and launch the replay_controller, similarly to how we
do for title screen - load game.




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[Wesnoth-bugs] [bug #21883] Extremely jerky motion when clearing fog

2014-04-16 Thread David Mikos
Follow-up Comment #6, bug #21883 (project wesnoth):

Sigh. I had also hoped it would be fixed by now and I'm instead still working
on it.

I thought I might post a script that I've created to quickly test this bug for
reference:

#!/bin/bash
./wesnoth -m 
cpulimit -l 12 -p $!  /dev/null 21

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[Wesnoth-bugs] [bug #16492] [results] tag is sometimes missing from replays

2014-04-16 Thread Daniel
Follow-up Comment #4, bug #16492 (project wesnoth):

i recently rewrote that part of the code not knowing about this.
the [results] tag now doesnt exist anymore, instead we have a [checkup] tag
which contains similar data.

The [command] tag is sended to the server before the [checkup] is generated,
thats why the [checkup] thing ist present in server generated replays. If this
bothers someone the only option would be that we send data again after the
[checkup] is calculated.

I dont know what exaclty the intention of your replay parser is, so i don't
know whether that'd help you.

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[Wesnoth-bugs] [bug #21929] multiplayer - load game dialog should correctly handle replays

2014-04-16 Thread Chris Beck
Follow-up Comment #1, bug #21929 (project wesnoth):

gfgtdf points out that this is most likely the same as the unsolved portion of
this bug: https://gna.org/bugs/?20895

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[Wesnoth-bugs] [bug #21928] enemy unit sighted! announcement plays during replays

2014-04-16 Thread Daniel
Follow-up Comment #1, bug #21928 (project wesnoth):

this was introcued my me, i personly had no problems with it especialy because
this doesnt affect mp rejoins with skip replay/bindfolded. And when i watch a
normal replay i'd rather like to know why we stopped, and see the things that
i also saw during the original game. I currently don't know a situation where
this would be annoying.

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[Wesnoth-bugs] [bug #21927] don't crash with assertion when savefile replay doesnt have [start]

2014-04-16 Thread Daniel
Update of bug #21927 (project wesnoth):

  Status:None = Fixed  
 Open/Closed:Open = Closed 

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Follow-up Comment #1:

fixed in 92822790715f2048fad18c6f21fad674b8eead3d in 1.11+dev.

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[Wesnoth-bugs] [bug #21909] formula in SUF causes crashs/undefined behaviour

2014-04-16 Thread Daniel
Update of bug #21909 (project wesnoth):

  Status:None = Fixed  
 Assigned to:None = gfgtdf 
 Open/Closed:Open = Closed 

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Follow-up Comment #2:

a assumed that there was no reason to pass a std::pair and fixed it myself in
1b6b22663be2c3cc7ab8d2e14c846efa05e3d55c

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[Wesnoth-bugs] [bug #21697] MP synchronization not tracked well, creates minefield for add-on designers

2014-04-16 Thread Daniel
Update of bug #21697 (project wesnoth):

  Status:None = Fixed  
 Open/Closed:Open = Closed 

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Follow-up Comment #6:

ok the last part is now fixed in 11c33d6e44743c5d0967e1d842820d9dba5a77f1

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[Wesnoth-bugs] [bug #21887] Hotkeys with ALT not working correctly

2014-04-16 Thread Daniel
Follow-up Comment #4, bug #21887 (project wesnoth):

i think this might be a bug with my SDL (version 1.2.14) + windows and i hope
that moving to SDL 2.0 implicitly fixes this.

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[Wesnoth-bugs] [bug #21866] MP campaign underyling_id collision

2014-04-16 Thread Daniel
Update of bug #21866 (project wesnoth):

  Status:   Confirmed = Ready For Test 

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Follow-up Comment #3:

fixed in 7ee5a2e074db910022075cb38cf927a54ba98d69 (1.11.12+dev). But i only
tested in local mp games.


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[Wesnoth-bugs] [bug #21652] Synchronize side_turn_end events

2014-04-16 Thread Daniel
Update of bug #21652 (project wesnoth):

  Status:None = Fixed  
 Assigned to:None = gfgtdf 
 Open/Closed:Open = Closed 

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Follow-up Comment #1:

fixed in 1.13-dev and 1.11.12+dev

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[Wesnoth-bugs] [bug #20709] [interface] Campaign specific hotkeys feature request

2014-04-16 Thread Daniel
Update of bug #20709 (project wesnoth):

  Status:None = Fixed  
 Assigned to:None = gfgtdf 
 Open/Closed:Open = Closed 

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Follow-up Comment #2:

in 1.11.x you can assign hotkeys with [set_menu_item]
http://wiki.wesnoth.org/InterfaceActionsWML#.5Bset_menu_item.5D.

marked as fixed.

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[Wesnoth-bugs] [bug #20257] Replay Crash

2014-04-16 Thread Daniel
Update of bug #20257 (project wesnoth):

  Status:None = Works For Me   

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Follow-up Comment #4:

ok turn_info s replay_ member was now removed too.


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[Wesnoth-bugs] [bug #21025] replay controller doesn't skip empty controller type

2014-04-16 Thread Chris Beck
Update of bug #21025 (project wesnoth):

Severity:1 - Wish = 3 - Normal 
  Item Group: WML = Replays
  Status:None = Fixed  
 Assigned to:None = involution 
 Summary: auto_replay key for [side] tag = replay controller
doesn't skip empty controller type

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Follow-up Comment #4:

Edited title, old title was: auto_replay key for [side] tag

I realized that the example use cases which OP gave for this feature are
actually being caused by a bug in the replay viewer -- the play side turn
button doesn't skip over empty sides, as all the other play controller objects
in wesnoth do, since they normally don't even get to move, and the server
doesn't consider the possibility. I have reclassified this as a bug, which has
now been patched in both 1.12 and 1.13-dev, and hence marked fixed.

tekelili, if you still have a use case for the auto_replay key, please post
again here or open a second feature request.

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[Wesnoth-bugs] [bug #21025] replay controller doesn't skip empty controller type

2014-04-16 Thread Chris Beck
Update of bug #21025 (project wesnoth):

Category: Feature Request = Bug


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[Wesnoth-bugs] [bug #21930] mp modifications options tags appear in savefiles even when inactive

2014-04-16 Thread Chris Beck
URL:
  http://gna.org/bugs/?21930

 Summary: mp modifications options tags appear in savefiles
even when inactive
 Project: Battle for Wesnoth
Submitted by: involution
Submitted on: Thu 17 Apr 2014 01:41:52 AM UTC
Category: Bug
Severity: 2 - Minor
Priority: 5 - Normal
  Item Group:  None of the others
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 1.12,1.13-dev
Operating System: Linux Mint 16

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Details:

Title says it all. From a strict testability point of view, these options
shouldn't even appear in savefiles just because I have these add-ons
installed, if I don't have them activated.




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[Wesnoth-bugs] [bug #21927] don't crash with assertion when savefile replay doesnt have [start]

2014-04-16 Thread Daniel
Update of bug #21927 (project wesnoth):

 Open/Closed:  Closed = Open   


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[Wesnoth-bugs] [bug #21909] formula in SUF causes crashs/undefined behaviour

2014-04-16 Thread Daniel
Update of bug #21909 (project wesnoth):

 Open/Closed:  Closed = Open   


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[Wesnoth-bugs] [bug #21905] Crash when replaying animation and clicking button

2014-04-16 Thread Daniel
Update of bug #21905 (project wesnoth):

 Open/Closed:  Closed = Open   


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[Wesnoth-bugs] [bug #21889] skip replays stopped working after sync PR

2014-04-16 Thread Daniel
Update of bug #21889 (project wesnoth):

 Open/Closed:  Closed = Open   


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[Wesnoth-bugs] [bug #21697] MP synchronization not tracked well, creates minefield for add-on designers

2014-04-16 Thread Daniel
Update of bug #21697 (project wesnoth):

 Open/Closed:  Closed = Open   


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[Wesnoth-bugs] [bug #21652] Synchronize side_turn_end events

2014-04-16 Thread Daniel
Update of bug #21652 (project wesnoth):

 Open/Closed:  Closed = Open   


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  http://gna.org/bugs/?21652

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[Wesnoth-bugs] [bug #20871] [unstore_unit] advance=true still not always MP-safe

2014-04-16 Thread Daniel
Update of bug #20871 (project wesnoth):

 Open/Closed:  Closed = Open   


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[Wesnoth-bugs] [bug #21915] resolution settings in windowed mode incorrect

2014-04-16 Thread George
Update of bug #21915 (project wesnoth):

 Open/Closed:  Closed = Open   


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[Wesnoth-bugs] [bug #21931] controllers bugged in basic LoW playthrough

2014-04-16 Thread Chris Beck
URL:
  http://gna.org/bugs/?21931

 Summary: controllers bugged in basic LoW playthrough
 Project: Battle for Wesnoth
Submitted by: involution
Submitted on: Thu 17 Apr 2014 05:04:14 AM UTC
Category: Bug
Severity: 5 - Blocker
Priority: 5 - Normal
  Item Group:  None of the others
  Status: None
 Privacy: Public
 Assigned to: involution
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 1.12,1.13-dev
Operating System: Linux Mint 16

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Details:

Non-host client doesn't set their side to human in a basic playthrough of LoW.
Followed the procedure outlined here: https://gna.org/bugs/?21903

This is most likely a bug with the server controller tweaks not firing when
the campaign is continued. (This commit:
https://github.com/wesnoth/wesnoth/commit/5e046acb2541f59f7a27eb02f6033a82d552aad4)




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