The missing panel: The following happened once while testing:
I built the first quarry. At this very moment, the check "if
wl.ui.MapView().is_building_road" happened, which was false at that time. Then,
the game got control and entered the road building mode (as I had set in the
options). My scr
all right, at least something. 'm_flags' does not exist in the context... this
is why it crashes
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I get the crash again - on different place - single player, in screen 'Launch
game', I hit 'back' and got the same crash, backtrace points again to:
.checkbox.h:51
51 bool get_state() const {return m_flags & Is_Checked;}
I am completely unfamiliar to this code no, I dont feel like diggi
For the "pointer is null" case, would an assert that the object != nullptr do
the job?
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I still can't reproduce this bug, so I don't know how to fix it. I will be
without my dev machine for a week now anyway. Do you you have time to go bug
hunting?
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> > This fixed another crash.
>
> Did you check that everything still works? This has never crashed so far.
> Normally, the given panels should all exist.
Yes, I did check - at least I didn't notice any adverse effects.
> And why did you only write about sentries in tut01? The player can build
Added an assert for one of them (division by zero). Don't know whether that can
be done for the others, especially the double-free ones.
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All right, I used the compile.sh script...
but crash is still there:
Lan/Direct IP -> Host a new game -> map => crash
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> This fixed another crash.
Did you check that everything still works? This has never crashed so far.
Normally, the given panels should all exist.
And why did you only write about sentries in tut01? The player can build other
buildings, too (at least if he waits long enough for the lumberjack t
> Had the check "if panel ~= nil then" a special reason or was it just
> foresightful?
This fixed another crash.
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Couldn't you simply add an assert to avoid any complaint at all? (Just an idea
from a code illiterate :) )
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Hans Joachim Desserud has proposed merging
lp:~hjd/widelands/mark-scan-build-false-positives into lp:widelands.
Requested reviews:
Widelands Developers (widelands-dev)
For more details, see:
https://code.launchpad.net/~hjd/widelands/mark-scan-build-false-positives/+merge/238794
The scan-build
Thanks for all that proofreading and the other fixes. I will have a closer look
at them later.
Economy, _try_add_objective: That was the name used in the former tutorial. It
should now be replaced by add_campaign_objective. I did find&replace, but did
not replay the whole tutorial afterwards.
Review: Needs Fixing
I have proofread and fixed some stuff and then playtested the tutorials. We
still have the following issues to resolve:
Economy: function _try_add_objective doesn't exist. What was it supposed to do?
Basic control:
1. We should bzr move campaigns/tutorial01.wmf to Basic Co
This looks like a basic directory for Widelands in general is not found, so it
can't be connected to my changes. I guess your instinct here is correct.
You could try not installing, just compiling and running.
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