[Wesnoth-bugs] [bug #24139] Display Singleton isn't a singleton

2015-12-04 Thread Andreas Löf
URL:
  

 Summary: Display Singleton isn't a singleton
 Project: Battle for Wesnoth
Submitted by: aginor
Submitted on: Sat 05 Dec 2015 06:26:15 AM 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: dev
Operating System: Any/All

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Details:

Exposed by #24138


The game will create one instance of the display class during the initial
loading screen, then a new one as a campaign is started without freeing the
initial one.

During the display class constructor it will update a pointer for the
singleton to point to the current instance, and setting it to null inside the
destructor.

This is fraught with wrongness because of the following:
0 Instance 1 is created - Singleton pointer now points to instance 1
0 Instance 2 is created - Singleton pointer now points to instance 2
0 Instance 2 is destroyed (return to main screen) - Singleton pointer is set
to null


The lifetime of both objects is concurrent, but the singleton is wrongly used
here. I think the correct behaviour would be to introduce a display manager
that would manage the instances of the display, having the constructor and
destructor register/deregister with the manager. The display manager is then
responsible for keeping track of the current instance of the display, which
other classes can then use instead of the current incorrect
display::get_singleton function call.




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[Wesnoth-bugs] [bug #24138] SDL2 crash on resize after starting a game and returning to title screen

2015-12-04 Thread Andreas Löf
URL:
  

 Summary: SDL2 crash on resize after starting a game and
returning to title screen
 Project: Battle for Wesnoth
Submitted by: aginor
Submitted on: Sat 05 Dec 2015 05:59:28 AM UTC
Category: Bug
Severity: 4 - Important
Priority: 5 - Normal
  Item Group:  None of the others
  Status: Confirmed
 Privacy: Public
 Assigned to: aginor
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: dev
Operating System: any

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Details:

Steps to reproduce:
1. Start the game
2. Start a campaign
3. Exit to title screen
4. Watch the game crash with a nullpointer exception

Reason: The game will process the receive event and try to update all screen
references to valid memory, but returning to the title screen clears the
reference to the current display.




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[Wesnoth-bugs] [bug #24137] X BadValue when maximising and then windowing a window in Ubuntu running in Docker

2015-12-04 Thread Andreas Löf
URL:
  

 Summary: X BadValue when maximising and then windowing a
window in Ubuntu running in Docker
 Project: Battle for Wesnoth
Submitted by: aginor
Submitted on: Fri 04 Dec 2015 07:47:36 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: dev
Operating System: Ubuntu (Docker)

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Details:

This is copied from
https://github.com/wesnoth/wesnoth/pull/555#issuecomment-161603713



I was going to raise this on gna, but my setup is pretty bizarre and I don't
really know if you want to spend time trying to fix this edge case - my host
machine is Ubuntu 12.04, but Wesnoth is running in a Ubuntu 14.04 Docker
container with audio and video forwarded to the host.
I'm therefore just noting the issue here in case other people intermittently
see it and you potentially want to talk to someone who can reliably
reproduce.

When using this branch I'm able to reliably reproduce a near-identical error
to https://gna.org/bugs/?2970 after starting up Wesnoth for the first time
within a container - the steps to repro the crash only work once in a
particular container.

The issue happens like this:

/work $ ./wesnoth/wesnoth-debug 
Battle for Wesnoth v1.13.1+dev (f709b8e-Clean)
Started on Thu Dec  3 01:31:53 2015

Automatically found a possible data directory at /work/wesnoth
process 357: D-Bus library appears to be incorrectly set up; failed to read
machine uuid: Failed to open "/etc/machine-id": No such file or directory
See the manual page for dbus-uuidgen to correct this issue.
libGL error: failed to open drm device: Permission denied
libGL error: failed to load driver: i965

Data directory:   /work/wesnoth
User configuration directory: /myhome/.config/wesnoth
User data directory:  /myhome/.local/share/wesnoth/1.13
Cache directory:  /myhome/.cache/wesnoth

Checking video mode: 1024x768x24...
Setting mode to 1024x768x24
Checking lua scripts... ok
[...PRESS MAXIMIZE...]
[...PRESS WINDOWED...]
X Error of failed request:  BadValue (integer parameter out of range for
operation)
  Major opcode of failed request:  130 (MIT-SHM)
  Minor opcode of failed request:  3 (X_ShmPutImage)
  Value in failed request:  0x400
  Serial number of failed request:  3377
  Current serial number in output stream:  3378

And it dies. No backtrace is available when using GDB. Note that the libGL and
dbus complaints are also new as of SDL2.






Sorry, I should've emphasised these lines:

[...PRESS MAXIMIZE...]
[...PRESS WINDOWED...]







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[Wesnoth-bugs] [bug #24042] When host silently disconnect then the game is not recoverable

2015-12-04 Thread Daniel
Follow-up Comment #4, bug #24042 (project wesnoth):

unfortulateley this wouldn't solve the issue for unregistered nicks though.

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[Wesnoth-bugs] [bug #24042] When host silently disconnect then the game is not recoverable

2015-12-04 Thread Daniel
Follow-up Comment #3, bug #24042 (project wesnoth):

I also was in this situation (had a dc i think it was the daily ip reset
recomment at 3:00 but not 100%) sure and when i tried to logged in i noticed
that my nick was still treated as logged in by the server.

What i suggest is that when one logs in with a registered nick which is
already online that the other connection gets kicked and the player can log
in.


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[Wesnoth-bugs] [bug #23941] ą weirdly affects writing field

2015-12-04 Thread Daniel
Update of bug #23941 (project wesnoth):

  Status:None => Need Info  


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[Wesnoth-bugs] [bug #21983] clearing hotkeys not working properly

2015-12-04 Thread Daniel
Update of bug #21983 (project wesnoth):

  Status:   Postponed => None   

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Follow-up Comment #5:

i also have this problem, speially when it comes to the 'fullscreen' hotkey, i
know that t could put a harmless hotkey to that position (show unit list or
something) but beeing able to remove default hotkeys would ne nicer.

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[Wesnoth-bugs] [bug #24100] to_variable on a non-existent variable crashes wesnoth

2015-12-04 Thread Daniel
Update of bug #24100 (project wesnoth):

  Status:  Ready For Test => Fixed  

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Follow-up Comment #9:

hmm but [set_variables] doesn't delete things so i don't think it should
behave like CLEAR_VARIABLE

Anyway the error in the code was just a '<' instead of a '<=' when checking
the size of the array. I didnt had to change the way when error messages were
shown.

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