[Widelands-dev] [Merge] lp:~widelands-dev/widelands/new-shipping into lp:widelands

2019-08-27 Thread bunnybot
Continuous integration builds have changed state:

Travis build 5347. State: failed. Details: 
https://travis-ci.org/widelands/widelands/builds/577456819.
Appveyor build 5117. State: success. Details: 
https://ci.appveyor.com/project/widelands-dev/widelands/build/_widelands_dev_widelands_new_shipping-5117.
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/ferry into lp:widelands

2019-08-27 Thread Benedikt Straub
The AI will simply ignore the new feature, it will continue playing exactly as 
before. There are some AI code parts that should be looked into eventually (I 
added TODOs there), but they should most likely have no effect whatever as long 
as it doesn´t build a waterway.

This branch was tested quite extensively, IMHO it would be better to merge this 
now and report any bugs that might still be contained against trunk. (Only 
downside is that this branch breaks savegame compatibility.)

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

2019-08-27 Thread Klaus Halfmann
Review: Needs Fixing

OK I have a ShipCrash4.wgf at https://www.magentacloud.de/share/tu4ayusx.k 

I start this with $ ./widelands --loadgame=~/Downloads/ShipCrash4.wgf 

and wait about 10 Minutes for

Assertion failed: (detour >= base_length), function check_push_destination, 
file ../src/economy/fleet.cc, line 888.
Abort trap: 6

Please consider that I have soldiers that need transport and have special 
wishes from Laybrinths and Dungeons.

Sorrry for all thee detours :-)
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/ferry into lp:widelands

2019-08-27 Thread kaputtnik
Will it be problem if the AI can't handle ferrys?

Need this branch more testing?

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

2019-08-27 Thread Benedikt Straub
No wonder it was buggy, I used the wrong variable for calculating the length of 
the detour :)
Please check whether it still happens…
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/new-shipping into lp:widelands

2019-08-27 Thread Klaus Halfmann
Now I was kiled here:

Assertion failed: (detour >= base_length), function check_push_destination, 
file ../src/economy/fleet.cc, line 887.
 

5   widelands   0x0001102aedf9 
Widelands::Fleet::check_push_destination(Widelands::Game&, Widelands::Ship&, 
Widelands::PortDock const&, Widelands::PortDock&, unsigned int) + 1497 
(fleet.cc:887)
6   widelands   0x0001102ad69e 
Widelands::Fleet::push_next_destinations(Widelands::Game&, Widelands::Ship&, 
Widelands::PortDock const&) + 3294 (fleet.cc:843)
7   widelands   0x0001102dd544 
Widelands::PortDock::ship_arrived(Widelands::Game&, Widelands::Ship&) + 2260 
(portdock.cc:378)
8   widelands   0x00010fbb1cbe 
Widelands::Ship::ship_update_transport(Widelands::Game&, 
Widelands::Bob::State&) + 1166 (ship.cc:316)
9   widelands   0x00010fbb08d9 
Widelands::Ship::ship_update(Widelands::Game&, Widelands::Bob::State&) + 1033 
(ship.cc:265)
10  widelands   0x00010f8ea790 
Widelands::Bob::do_act(Widelands::Game&) + 704 (bob.cc:196)
11  widelands   0x00010f8ea486 
Widelands::Bob::act(Widelands::Game&, unsigned int) + 1030 (bob.cc:181)
12  widelands   0x00010f98d88a 
Widelands::CmdAct::execute(Widelands::Game&) + 570 (map_object.cc:110)
13  widelands   0x0001103d42f9 
Widelands::CmdQueue::run_queue(int, unsigned int&) + 1497 (cmd_queue.cc:124)
14  widelands   0x00010e3c9b4d 
Widelands::Game::think() + 637 (game.cc:602)
15  widelands   0x00010f3a53c8 
InteractiveBase::think() + 488 (interactive_base.cc:516)
16  widelands   0x00010f4ae6bc 
InteractivePlayer::think() + 572 (interactive_player.cc:232)
17  widelands   0x00010ea040e7 
UI::Panel::do_think() + 151 (panel.cc:488)
18  widelands   0x00010ea0230c UI::Panel::do_run() 
+ 2332 (panel.cc:189)
...

Will try to reprodcue this ...
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/new-shipping into lp:widelands

2019-08-27 Thread Klaus Halfmann
OK, I can load the Savegame again, lets continue hunting ...
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/new-shipping into lp:widelands

2019-08-27 Thread Benedikt Straub
The OPtr is just a wrapper for a MapObject. I use OPtr rather than 
PortDock* to avoid segfaults when the portdock is destroyed. The == comparison 
compares serials, so it´s 100% safe to use.
I found a potential cause for this assert in the way superfluous or invalid 
destinations are discarded, please check whether you can still reproduce it now…
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/new-shipping into lp:widelands

2019-08-27 Thread Klaus Halfmann
Next one please check: https://www.magentacloud.de/share/tu4ayusx.k 
ShioCrash2.wgf

Crashes here:
Assertion failed: (old_index < nr_dests), function reorder_destinations, 
file ../src/logic/map_objects/tribes/ship.cc, line 902.

With a Debugger I found... 

Via the ReplayWriter game.cleanup_for_load(); is called
This in turn calls
void MapObject::remove(EditorGameBase& egbase) 
void PortDock::cleanup(EditorGameBase& egbase) // why doing such a fuzz for a 
cleanup?
void Ship::pop_destination(Game& game, PortDock& pd) 
void Ship::reorder_destinations(Game& game)

I assume there is some issue with the == Operator from OPtr 
optr(pair.first);

if (old_destinations[old_index].first == optr) {
break; // does not happen
}

This code does not really seem robust, but I still must find out what this OPtr 
thing is.

Maybe when loading Objects ar kind of cloned by the loading so the code fails?

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

2019-08-27 Thread Benedikt Straub
I believe this is a bug in trunk since I didn´t touch that code, but I´ll fix 
it here. Once the portspace becomes unavailable, other ships shouldn´t be 
allowed to start colonizing. No savegame needed, should be easy to reproduce. 
I´ll also add this case to the testsuite.

Still wasn´t able to reproduce any of the UnrealAssert asserts.
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/new-shipping into lp:widelands

2019-08-27 Thread Klaus Halfmann
OK, found an obvious Bug:

* Two ships find the same PortSpace
* Tell both of them to build a port.

4: Colonization error: unloading wares to constructionsite of atlanteans_port 
(owner 4) failed.
 Wares unloaded to the site: 3, max capacity: 3, remaining to unload: 13
 No free capacity to unload another ware
Assertion failed: (wq.get_max_fill() > cur), function ship_update_idle, file 
../src/logic/map_objects/tribes/ship.cc, line 653.

The same might happen if you tell a ship to uild a port that is
already (partially) equipped from the Land side

Do you want a save game for tis?
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