GunChleoc has proposed merging
lp:~widelands-dev/widelands/bug-1695701-militarywindow-crash into lp:widelands.
Commit message:
Fix crash when a militarysite window is open while the enemy conquers it
- Turned buildings in building windows from pointer to reference, so we can
check whether it's
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Review: Approve compile, test, small review
One nit inline - no need to fix this.
We should get this in now, otherwise we will never get enouht testing coverage.
Notablilis: try pulling the cable at several stepts in the game,
maybe there is one error left, I am no 100% sure.
FAPP tthis is OK f
Continuous integration builds have changed state:
Travis build 2273. State: passed. Details:
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Appveyor build 2108. State: success. Details:
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Review: Needs Fixing
Just ran into this (again?),
time to get it fixed.
Codew review:
build all around *building_/building, building_->/building_,
building_/&building_
LGTM
compiled, have an autosave a minute before being atacked an
get a crash at:
[Host]: Received ping from metaserver.
Fo
I simpified the code a bit, but this makes the carsh just appear somewhere else.
Gun: do you need my savegame?
Will try with a debugger, later
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https://code.launchpad.net/~widelands-dev/widelands/bug-1695701-militarywindow-crash/+merge/325040
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Review: Needs Fixing
Mhh, thats ood, last "normal" code in Debugger is:
void Panel::do_think() {
if (thinks())
think();
I don get it, where/when is BuildingWindow::building_ set to null?
looks like building_ point to some reclaimed space?
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https://code.launchpad.net/~widelands-de
Thanks for the explanation and fixing Bunnybot! Good to see that it is working
again.
I did a short test with two network interfaces on Linux. With the current code
one packet is sent on both interfaces, so the kernel (or so) is already dealing
with duplicating them. With the apple-code, two pa
Pushed a fix for an assert(state_ == OFFLINE) bug which I encountered. The
problem was that on crash of a hosted game the logic jumped back to the main
menu without closing the connection to the metaserver. So when the player tries
to connect again, he already is connected to the metaserver (and
Ahh. As I have an untrustbale network cable I have seen this already.
You changes are fine with me.
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https://code.launchpad.net/~widelands-dev/widelands/net-boost-asio/+merge/324364
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Continuous integration builds have changed state:
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