Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/tribe-economy-settings into lp:widelands

2019-05-03 Thread GunChleoc
Bug filed: https://bugs.launchpad.net/widelands/+bug/1827696

Shall we discuss the rest on the forum?
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[Widelands-dev] [Merge] lp:~widelands-dev/widelands/expedition_portspace_indicator into lp:widelands

2019-05-03 Thread noreply
The proposal to merge 
lp:~widelands-dev/widelands/expedition_portspace_indicator into lp:widelands 
has been updated.

Status: Needs review => Merged

For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/expedition_portspace_indicator/+merge/366640
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[Widelands-dev] [Merge] lp:~widelands-dev/widelands/refactor_gameclient into lp:widelands

2019-05-03 Thread bunnybot
Continuous integration builds have changed state:

Travis build 4871. State: failed. Details: 
https://travis-ci.org/widelands/widelands/builds/527824464.
Appveyor build 4652. State: success. Details: 
https://ci.appveyor.com/project/widelands-dev/widelands/build/_widelands_dev_widelands_refactor_gameclient-4652.
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/expedition_portspace_indicator into lp:widelands

2019-05-03 Thread GunChleoc
Review: Approve


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

2019-05-03 Thread GunChleoc
You have convinced me.

I have done more testing - all working now :)

@bunnybot merge
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[Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1827182-sort-client-list into lp:widelands

2019-05-03 Thread bunnybot
Refusing to merge, since Travis is not green. Use @bunnybot merge force for 
merging anyways.

Travis build 4866. State: errored. Details: 
https://travis-ci.org/widelands/widelands/builds/527644741.
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[Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1827182-sort-client-list into lp:widelands

2019-05-03 Thread bunnybot
Continuous integration builds have changed state:

Travis build 4866. State: errored. Details: 
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[Widelands-dev] [Merge] lp:~widelands-dev/widelands/font_size-lua into lp:widelands

2019-05-03 Thread GunChleoc
The proposal to merge lp:~widelands-dev/widelands/font_size-lua into 
lp:widelands has been updated.

Commit message changed to:

Except for scenario and win condition messages, define all font styles via Lua. 
Reduce the number of construtors in TextArea.

For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/font_size-lua/+merge/366938
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[Widelands-dev] [Merge] lp:~widelands-dev/widelands/ferry into lp:widelands

2019-05-03 Thread bunnybot
Continuous integration builds have changed state:

Travis build 4865. State: failed. Details: 
https://travis-ci.org/widelands/widelands/builds/527627946.
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https://ci.appveyor.com/project/widelands-dev/widelands/build/_widelands_dev_widelands_ferry-4646.
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/tribe-economy-settings into lp:widelands

2019-05-03 Thread hessenfarmer
I agree with Benedikt and Klaus as well as I think some of the defaults could 
be reduced (e.g. basic weapon from 30 to 10). I believe setting the values to 
the default starting values would be the lowest limit to reduce to as it would 
trigger production immediately if something is used.
However having individual settings would be the best solution so +1 for this 
from my side. As a side effect this would lead to individual settings 
possibilities for the AI which might be good as well
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/expedition_portspace_indicator into lp:widelands

2019-05-03 Thread Benedikt Straub
> Port being built can be taken care of by buildcaps
IMHO we should remove the portspaces either only in response to Notes or only 
autonomously. Mixing both feels messy. 
To use notes, we´d need subscriptions (in addition to what we already have) to
– NoteExpeditionCanceled
– FieldPossession (another possible reason why a portspace might become 
unavailable is that some other player conquers that land, which is not even 
necessarily reflected in the buildcaps)
– FieldTerrainChanged (if the port space is removed by a terrain-changing 
script)
– A tree grows over the port space (or is this forbidden somehow?) → is there a 
notification for that?
– A script unsets a port space directly → is there a notification for that?

That´s quite a lot for a pretty small feature IMHO; and I don´t think the 
autonomous cleanup of displayed portspaces is performance-critical – I can´t 
imagine a player will have so many expeditions at a time that it really matters.
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1825932-open-games into lp:widelands

2019-05-03 Thread Toni Förster
Sadly it doesn't.
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1827182-sort-client-list into lp:widelands

2019-05-03 Thread GunChleoc
@bunnybot merge
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1825932-open-games into lp:widelands

2019-05-03 Thread GunChleoc
I actually don't know whether changing text color is supported at this time. I 
don't want to touch the editbox code right now, because I have a big 
refactoring in the works.
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1825932-open-games into lp:widelands

2019-05-03 Thread Toni Förster
Tooltip is implemented. But the changing text colour... that's beyond my 
understanding. Thought I could implement this with boost::format but that 
doesn't work.

We have set_color() available for tables and textfields, but I have no idea how 
to implement this for editboxes.
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/refactor_gameclient into lp:widelands

2019-05-03 Thread GunChleoc
You could also do the game tips like this:

const std::string tribename = get_players_tribe();
assert(Widelands::tribe_exists(tribename));
std::unique_ptr tips(new GameTips(*loader, {"general_game", 
"multiplayer", tribename}));


As to the ASan crash, I suspect that there is a problem with the lifetime of an 
object caused by the pulling out of stuff into separate functions.
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/refactor_gameclient into lp:widelands

2019-05-03 Thread Klaus Halfmann
Still get a heap-use-after-free related to
std::unique_ptr loader_ui(new UI::ProgressWindow());

But this is maybe just a problem as the game crashed with 
disconnect(CLIENT_CRASHED, )

A have a deja vue around GameClientImpl.modal which is released twice.

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

2019-05-03 Thread Klaus Halfmann
Found a first bug, still need some debugging
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/refactor_gameclient into lp:widelands

2019-05-03 Thread Klaus Halfmann
* Used parent instead of This.
* moved all Variables into Impl

About that -2 magic: I got lost in finding the sematics of user/player etc.
I added a TODO comment with our best guess by now.

I am at the End of my vacation (sigh) so lets get this in before it
starts lingering around for too long.
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/representative_image_in_font_renderer into lp:widelands

2019-05-03 Thread Benedikt Straub
Review: Approve

Code LGTM. Tested briefly, no issues seen.
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[Widelands-dev] [Merge] lp:~widelands-dev/widelands/tribe-economy-settings into lp:widelands

2019-05-03 Thread bunnybot
Continuous integration builds have changed state:

Travis build 4861. State: errored. Details: 
https://travis-ci.org/widelands/widelands/builds/527614965.
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/tribe-economy-settings into lp:widelands

2019-05-03 Thread Klaus Halfmann
Review: Disapprove short review

I go along with Benedikt. An average player will have a _lot_ of trouble to get 
the economy
going and will have no clue what the problems are. We would have to rethink all 
the Tutorials and Scenarios. Some novice players may be trapped in on of the 
tribes special pitfalls even faster then now (e.g. trying to build a silk 
infrastructure without silk, winery without Marble etc...)

If you want to create a challenge for experienced players, lets have a 
startcondition like "Limited Start Resources" or such
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/expedition_portspace_indicator into lp:widelands

2019-05-03 Thread Benedikt Straub
Review: Resubmit

OK, now InteractiveBase receives a notification instead when a portspace is 
found. Since there are fairly many reasons why a port space can become 
unavailable again (ship sails on, port is constructed, ship is sunk…), the 
IBase takes care of cleaning up the set itself now when think()ing. This fixes 
the bug that the indicator won´t go away on portconstruction.
Also added saving support for the indicators so they are also shown for ships 
that already are in PortSpaceFound state when the game is loaded.
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1825932-open-games into lp:widelands

2019-05-03 Thread Toni Förster
I agree. We should change the colour in the editbox and have a tooltip. But 
currently I have no idea how to change the text's colour. Can you give me a 
hint, please?
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[Widelands-dev] [Merge] lp:widelands/build20 into lp:widelands

2019-05-03 Thread bunnybot
Continuous integration builds have changed state:

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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1825932-open-games into lp:widelands

2019-05-03 Thread GunChleoc
Having a message in the chat window isn't enough. I did not see it, and the 
same will happen to others. So, I still think that we should show the games as 
unconnectable rather than hiding them.

Other things we could to is make the text in the editbox red and adding a 
tooltip to the editbox.
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1825932-open-games into lp:widelands

2019-05-03 Thread Toni Förster
Thanks allot. Regarding your test see the diff comment, please,

Diff comments:

> 
> === modified file 'src/ui_fsmenu/internet_lobby.cc'
> --- src/ui_fsmenu/internet_lobby.cc   2019-04-24 06:01:37 +
> +++ src/ui_fsmenu/internet_lobby.cc   2019-05-03 06:24:46 +
> @@ -218,26 +218,30 @@
>   hostgame_.set_enabled(true);
>   joingame_.set_enabled(false);
>   std::string localservername = edit_servername_.text();
> + std::string localbuildid = build_id();
>  
>   if (games != nullptr) {  // If no communication error occurred, fill 
> the list.
>   for (const InternetGame& game : *games) {
>   const Image* pic;
> - if (game.connectable) {
> - if (game.build_id == build_id())
> - pic = 
> g_gr->images().get("images/ui_basic/continue.png");
> - else {
> + if (game.connectable == INTERNET_GAME_SETUP && 
> game.build_id == localbuildid) {
> + // only clients with the same build number are 
> displayed
> + pic = 
> g_gr->images().get("images/ui_basic/continue.png");
> + opengames_list_.add(game.name, game, pic, 
> false, game.build_id);
> + } else if (game.connectable == INTERNET_GAME_SETUP && 
> + game.build_id.compare(0,6,"build-") != 0 && 
> localbuildid.compare(0,6,"build-") != 0) {
> + // only development clients are allowed 
> to see games openend by such
>   pic = 
> g_gr->images().get("images/ui_basic/different.png");
> - }
> - } else {
> - pic = 
> g_gr->images().get("images/ui_basic/stop.png");
> + opengames_list_.add(game.name, game, 
> pic, false, game.build_id);
>   }
>   // If one of the servers has the same name as the local 
> name of the
>   // clients server, we disable the 'hostgame' button to 
> avoid having more
>   // than one server with the same name.
>   if (game.name == localservername) {
>   hostgame_.set_enabled(false);
> + InternetGaming::ref().format_and_add_chat("", 
> "", true,
> + (boost::format(_("A game named %s is already 
> running. Please choose a different name."))
> + % game.name).str());

The user would then receive this message in the chat window.

>   }
> - opengames_list_.add(game.name, game, pic, false, 
> game.build_id);
>   }
>   }
>  }


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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1827182-sort-client-list into lp:widelands

2019-05-03 Thread Toni Förster
Addressed your review, and one diff comment.

Diff comments:

> === modified file 'src/network/internet_gaming.cc'
> --- src/network/internet_gaming.cc2019-05-01 20:17:37 +
> +++ src/network/internet_gaming.cc2019-05-03 01:27:24 +
> @@ -558,7 +553,10 @@
>   format_and_add_chat(
>  "", "", true, (boost::format(_("%s 
> joined the lobby")) % inc.name).str());
>   }
> - clientlist_.insert(clientlist_.end(), irc.begin(), 
> irc.end());
> +
> + std::sort(clientlist_.begin(), clientlist_.end(),

If I don't sort them here, the list won't be alphabetically. The internet-lobby 
user list is sorted by column 0 (that's why I added 
clientsonline_list_.sort();) which is the type. But If I hand over an unsorted 
list, within the type sorting the names are not alphabetically.

> + []( const InternetClient , 
> const InternetClient  )
> + { return ( left.name < 
> right.name ); } );
>  
>   for (InternetClient& client : old) {
>   if (client.name.size() && client.type != 
> INTERNET_CLIENT_IRC) {


-- 
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1825932-open-games into lp:widelands

2019-05-03 Thread GunChleoc
OK, Code LGTM now :)

Some testing:

- When a non-connectable game of the same name exists, the "Open a new game" 
button is disabled correctly, but the user has no idea why. It would be better 
to list the non-connectable games with the x icon.

The rest is working as expected :)
-- 
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/expedition_portspace_indicator into lp:widelands

2019-05-03 Thread GunChleoc
Review: Needs Fixing

We are trying to get rid of references to InteractiveBase from the logic 
library.

Would you like to try your hand at adding new actions to NoteShip and 
subscribing to those in InteractivePlayer?

After placing a port construction site, a big building plot icon is shown on 
top of the construction site.
-- 
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/tribe-economy-settings into lp:widelands

2019-05-03 Thread Benedikt Straub
Review: Disapprove

I am really unhappy about this change.

Setting the target to 0 for tools means that whenever a new building is 
completed, I have to wait several minutes until a worker is created. No thanks.
Roads are not normally promoted one by one, but several in a short interval. 
Just one carrier animal in store again means a delay.
Metals and ores area quite important, just so few in stock is too little.
And when weapons and foodstuff have a target of 0, then it´ll take much longer 
until I get a newly built trainingsite ready to run.
Inexperienced players will fairly often be in the situation where they need to 
produce new soldiers fast or get overrun, having only one basic weapon in store 
then is a joke that means losing for sure.

These settings are optimized for very good players who can build an economy 
that is running completely smoothly and produces supersoldiers at the highest 
possible speed. But most of the players aren´t that good, and such settings 
will just cause unnecessary shortages and delays in a suboptimal economy. Also, 
less experienced players like to have some more wares in stock so a shortage is 
less likely to happen, and not everyone always remembers to (or even knows how 
to) change settings where they dislike the defaults.

We should leave the default targets untouched, and ask the few players who 
really need such low targets to just set them for themselves instead of 
expecting all other players to increase their settings.
-- 
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1825932-open-games into lp:widelands

2019-05-03 Thread Toni Förster
Addressed your comments. Thank you for reviewing.

Diff comments:

> 
> === modified file 'src/ui_fsmenu/internet_lobby.cc'
> --- src/ui_fsmenu/internet_lobby.cc   2019-04-24 06:01:37 +
> +++ src/ui_fsmenu/internet_lobby.cc   2019-05-03 01:59:08 +
> @@ -218,26 +218,30 @@
>   hostgame_.set_enabled(true);
>   joingame_.set_enabled(false);
>   std::string localservername = edit_servername_.text();
> + std::string localbuildid = build_id();
>  
>   if (games != nullptr) {  // If no communication error occurred, fill 
> the list.
>   for (const InternetGame& game : *games) {
>   const Image* pic;
> - if (game.connectable) {
> - if (game.build_id == build_id())
> - pic = 
> g_gr->images().get("images/ui_basic/continue.png");
> - else {
> + if (game.connectable == INTERNET_GAME_SETUP && 
> game.build_id == localbuildid) {
> + // only clients with the same build number are 
> displayed
> + pic = 
> g_gr->images().get("images/ui_basic/continue.png");
> + opengames_list_.add(game.name, game, pic, 
> false, game.build_id);
> + } else if (game.connectable == INTERNET_GAME_SETUP && 
> + game.build_id.compare(0,6,"build-") != 0 && 
> localbuildid.compare(0,6,"build-") != 0) {

The windows clients report with a lowercase B in the lobby (build-20-rc1). So I 
think no need to worry.

> + // only development clients are allowed 
> to see games openend by such
>   pic = 
> g_gr->images().get("images/ui_basic/different.png");
> - }
> - } else {
> - pic = 
> g_gr->images().get("images/ui_basic/stop.png");
> + opengames_list_.add(game.name, game, 
> pic, false, game.build_id);
>   }
>   // If one of the servers has the same name as the local 
> name of the
>   // clients server, we disable the 'hostgame' button to 
> avoid having more
>   // than one server with the same name.
>   if (game.name == localservername) {
>   hostgame_.set_enabled(false);
> + InternetGaming::ref().format_and_add_chat("", 
> "", true,
> + (boost::format(_("A game named %s is already 
> running. Please choose a different name."))
> + % game.name).str());
>   }
> - opengames_list_.add(game.name, game, pic, false, 
> game.build_id);
>   }
>   }
>  }


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

2019-05-03 Thread GunChleoc
Yep, let's wait for the ferry branch and do a final round of code review and 
testing in this branch when that's done.
-- 
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/ferry into lp:widelands

2019-05-03 Thread GunChleoc
Fieldaction code looks OK.

How about passing wwWORKER/wwWARE to get_roadbase and checking for that there? 
Then you could just call get_roadbase as in your original attempt in r8874.
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