Internat game trunk as host this branch joining,
I get an assert about some missing image, too.
No idea where this cames from.
Maybe today I can throw some more time at the Problem.
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Review: Needs Fixing
Looks like I must check this with a debugger,
get his wheh joining a netwok game in trunk
Assertion failed: (clients_.at(id).state_ == Client::State::kConnected),
function try_receive, file ../src/network/nethostproxy.cc, line 76.
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We must check this branch in the lobby.
As of some i/j confusion some message amy be wrong now.
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Review: Approve
local tests ok
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Mhh,one test in travis fails
test/maps/plain.wmf/scripting/test_ui.lua ...
Running Widelands ... FAIL
But only for GCC_VERSION="4.9" BUILD_TYPE="Debug" ?
will run the test loocally, too
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Review: Approve
Locally commpiles without issues. Start upto Lobby was fine.
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* Replaced:
- widelands_ball_of_mud
+ widelands_options
-> fine
* Codestyle: using this for a member function makes no sense.
* Smuggeled in some USE_XDG handling :-)
Will compile and start this, not doing much testing.
Please: review my refactor_gamehost before merging it bec
Mh, compile runs without any issues.
But how can I detect that utils/build_deps.py was executed?
So I dont know how to approve this.
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Review: Approve
Compiled withouth any noteworthy complaints
@bunnybot merge
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Review: Approve code review
Nothing to really check here.
I will it compile it anyway
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I now got
Assertion failed: (ship.get_nritems() == 0), function ship_arrived,
file ../src/economy/portdock.cc, line 383.
after
./widelands --loadgame=~/Downloads/ShipCrash5.wgf
Somwhat after 1:56... from https://www.magentacloud.de/share/tu4ayusx.k
Do frisians have very special wares?
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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/
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::PortDoc
OK, I can load the Savegame again, lets continue hunting ...
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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_lo
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
Hello benedikt, I am back and will try
more with a debugger attached, any news from your siede?
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Mhh, it took about 15-30 minutes to trigger the asserts.
I will be "on call duty" this week, so I have even less time.
I tried one of the new features of trunk : order Soldiers to be sent
to the port immediateley once it was build.
As of some Towers "across the Sea", I was able to plan buldings
Review: Needs Fixing
Debugging can be FUN!, well not for you Benedikt, sorry:
5: Ullr: exploration - breaking for free sea, dir=1
TrainingSite::drop_stalled_soldiers: Kicking somebody out.
Assertion failed: (detour >= base_length), function check_push_destination,
file ../src/economy/fleet.cc, l
Review: Needs Fixing
OK here comes thee next (me conquering the Imperial Isaland East of mine)
5: (126x 23) expedition spot scoring, colony_scan_area == 21
5: Ullr at 2x 23: PORTSPACE found, we valued it: 0
5: Ullr at 2x 23: explore uphold, visited first time
5: Ullr: continue island circumve
Look like
a) The attached game on partially reproduces the Issue (just slow as hell)
b) A Millitarysite near a Port was under heavy Attack, you ca find two
barbarian Inhabitat Atlanter Buidlign, ooks I lost them just during the
crash.
I set Autosae to Minutes ant will continue ... later.
--
OK, now its getting interesting.
My "Unreal Water" Map got totally slow and stopped with
1: attacking site at 56x 40, score 5, with 2 soldiers, attacking 2 times,
after 102 seconds
Cmd_EnemyFlagAction::execute player(1): flag->owner(3) number=2
Cmd_EnemyFlagAction::execute player(3): flag
Ohh, what a history, but I must confess , I lost track.
Can we merge this now (as only map with a falg are affcetd anyway?)
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Just started the Debugger and wondered where this this OPtr thing comes from.
But whatever you did looks like you fixed it.
Will go on laying my Map now until I got whatever was possible.
AND thanks!
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I added the complete output to:
https://www.magentacloud.de/share/tu4ayusx.k#$/
Crash.txt
Will try a debugger now
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Sorry still got it
SaveHandler::save_game() took 2536ms
Reloading the game from replay
=
==99248==ERROR: AddressSanitizer: heap-use-after-free on address 0x603000c71568
at pc 0x0001102296de bp 0x7ffee2224ef0 sp 0x7ffee2224ee8
#2
Mhh, I have:
Check for working CXX compiler:
/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/c++
-- works
Apple LLVM version 10.0.1 (clang-1001.0.46.4)
And I get still get this crash at bzr9140[new-shipping]
directy when loading that file.
We had such subtu
Whatever you did, looks like it fixed the regression tests, too.
I have about no time this weeek. But this deserves some playtesting, mmh.
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Mhh, you _did_ compile with LLVM and ASAN?
As this is a use after freee you may live with it for a long time without
noticing much of a difference,
What about the regression tests? do they work for you?
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Loading the Savegame Unreal.wgf from
https://www.magentacloud.de/share/tu4ayusx.k
provokes this ASAN error in
==1418==ERROR: AddressSanitizer: heap-use-after-free on address 0x6040025b5898
at pc 0x00010b77478e ...
#2 0x10b75f8cc in Widelands::PortDock::cleanup(Widelands::EditorGameBase&)
po
+1 one for this. While playtesting on trunk I always was hit by this.
Code looks straigforward, no time for a complete review by now.
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> be carefull not to use (local) timings ...
For some rendering code you might use an approach
long ts = current_time() + kMaxRenderingMillis;
do {
refine_textures(...)
} while (ts < current_time());
With widelands we must not do such things, got the idea?
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Review: Needs Fixing regression tests
We have a lot of regressiontests about seafaring (for a reason :-)
./regression_test.py -b ./widelands
FAILs
test/maps/ship_transportation.wmf/scripting/test_rip_ports_with_worker_in_transit.lua
...
test/maps/ship_transportation.wmf/scripting/test_rip_fir
Did a first review, the code is ok, but some more comments
would help me to grasp me the semantics of some stuctures.
and please refactor out some of the bigger loops.
(https://de.wikipedia.org/wiki/Refactoring)
Please check my inline comments.
Do you have an idea how big the perfomance impact ma
Thanks for picking this up, as I am just teesting some new Mpa with
a lot of Ports, I can combine two things here. I dont have that much
time the next weeks, though.
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Gun: now this got merged, what kind of accident was this?
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Review: Approve comile, regression test
Fine onn OSX now, too (release build)
> Ran 45 tests in 1128.847s
> OK
@bunnybot merge
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Review: Approve compile, regression test
Ahh, now you confused me :-)
Just tried on Linux
> Linux iXubuntu 5.0.0-23-generic #24-Ubuntu SMP Mon Jul 29 15:36:44 UTC 2019
> x86_64 x86_64 x86_64 GNU/Linux
and suprise: al Regreession tests pass on this branch and trunk with release
and debug
OK
Running tests locally I get (on OSX):
FAIL: test_buttons_property: [string "scripting/ui.lua"]:26: 'nil' not expected!
FAIL: test_name: [string "scripting/ui.lua"]:113: attempt to index a nil value
(field 'b')
stack traceback:
[string "scripting/ui.lua"]:113: in upvalue 'func'
[s
Review: Needs Fixing
Mhh, some travis builds just time out,
The Realse Builds are all broekn with a testcase.
https://travis-ci.org/widelands/widelands/jobs/569957376
1383 Assertions checked. 405 Tests passed, 3 failed!
Trying to run: test/maps/lua_testsuite.wmf/scripting/test_lua_in_game.lua: d
Perhpas I should create a video "howto create a widelands map".
To describe this in text is quite difficult.
It basically works but some sematics do not work like
in oter Painting Programs or such. It just works the "widelands way".
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Review: Approve
II creeated some Map now using this brnach and had no issues whatsover.
The tools wok ass designed, alas the User-Interaction is sometimes not clear.
Maybe we can play the nw mpa with this version and/or trunk.
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Hmm, PAUSE as Menu daas not work for me (single Player Network game)
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I always assumed all the windows in the editor are exclsuive.
But we can open all of them a the same time. Well this works
but just confused me. I assumed the different windows could
affect each other in a bad way, bt was not able to produce any
of this.
I woill check out again and give int anot
Review: Approve
@bunnybot merge
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Review: Approve compile testplay
Works as designed
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Code looks straing forward, wonnder that this was not implemented this way
before.
Will now copile and testplay this a litte.
Gun: please take a look at my refactoring branch.
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Klaus Halfmann has proposed merging
lp:~widelands-dev/widelands/refactor_gamehost into lp:widelands.
Commit message:
Refactoring of gamehost.cc for better readability.
Requested reviews:
Widelands Developers (widelands-dev)
For more details, see:
https://code.launchpad.net/~widelands-dev
Review: Needs Fixing
Can we merge trunk? the savegameerro does not happen there?
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I played Turorail 2 for while and then saved it.
When trying to load I get:
lastserial: 677
Game data error
buildingdata: building 524547: not found
I will try this on trunk now, too
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Review: Needs Fixing play 1st tutorial
Not nice, you open the tool popup toheeter with the tool-size window.
The zoom Icons look a bit rough?
Via the Editor-Main-Menu one can open all windows at the same time,
this cries for all kinds of Errors.
Tutorial did not wait until I actually used te "Sh
Looks ike playing te tutorial is the best test?
What are the names of Tutorial 1 & 4 ?
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Review: Needs Fixing testplay
No I got a crash :( kaputtnik is right, we must play some network games on
trunk, RSN.
FATAL ERROR - game crashed. Attempting emergency save.
...
InternetGaming: logout(SERVER_CRASHED)
[NetClient] Closing network socket connected to
2a03:4000:32:524:48cb:feff:feae:
Compiling again, got:
src/wui/constructionsitewindow.cc:33:19: warning: unused variable
'pic_max_fill_indicator'
static const char pic_max_fill_indicator[] =
"images/wui/buildings/max_fill_indicator.png";
^
src/wui/constructionsitewindow.cc:34:19: warning: unused variable
'pi
Played a bit and tested the MapEditor. So far all fine.
The new WorkAreaIndicator (when selecting a building) is a pain, at least on my
OSX-Computer.
It is so slow, that selecting the correct building becomes quit difficult.
Do we have an optin to disable this? Do we have a bug for this?
This br
Found a unrealted, minor Bug: when leaving the "Set Player Positions" Window,
the Map still shows only Big buidling Plots. Not sure if we _must_ fix this.
Will go away with the next map commands.
When trying to open an Online Game I get:
InternetGaming: Connecting to the metaserver.
[NetClient]: T
Most travis builds green, two fail as of test_inputqueues.lua
Compiled. To test:
* in MapEditor
** Widht/Height dropdowns (new Map)
** Widht/Height dropdowns (resize Map)
** Number of Players dropdown
* Filter in news overview
* Which examples of minimzed UniqueWindows can you give me?
* How ca
Travis:
1 x curl: (6) Could not resolve host: deb.debian.org
Error: An exception occurred within a child process:
DownloadError: Failed to download resource "isl"
3 x Loading savegame: inputqueues ...
No output has been received in the last 10m0s
-> Adressed elsewhere
All other Builds are f
Review: Approve testing
Ahh, the json file is created in thee same dir as the wmf file, e.g.
{
"name": "CrossriverA",
"author": "Hasi50",
"description": "A nice River flows through this land and water can be found
there. Metal in the hills nearby, but you are not alone",
"hint": "",
Review: Approve review, compile, short test
OTOH the code is OK for me, anything more I can / must do?
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I openend some buitin and a new Map,
how can I see this new value in a map?
I am missing some info about wl_map_info / wl_map_object_info
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lp:
I expect some followup change on the website then.
Widelands will always read older Maps.
Did another review with a look into the complete code.
(We need some Widelands historian for all this legacy :-)
A bit more documentation would help.
Diff comments:
>
> === modified file 'src/map_io/widel
Some questions inline Code otherwise LGTM.
Will commpile this and the read that code again.
Diff comments:
>
> === modified file 'src/logic/map.cc'
> --- src/logic/map.cc 2019-05-16 09:15:03 +
> +++ src/logic/map.cc 2019-06-22 11:22:28 +
> @@ -714,6 +714,22 @@
> pathfieldmgr_->se
Now, how do we get progress here?
Will try to play this again on Cavisson
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Running regression tests locally:
./regression_test.py -b ./widelands
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Now why can we nort merge this one?
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Review: Needs Fixing testplay
I played Calvission again fo about 4 hours gametime.
This was fine for the most parts, I found some of
the expected Issued: e.g. Buildings not attachted to roads dont get workers.
I found one Issue where ferries are not built.
But now I hit an seertion that should be
Here is the SaveGame: https://www.magentacloud.de/share/tu4ayusx.k
Ferries2.wgf (Multiplayer Game)
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Played Calvission a #1 with a Barbarian at #2 , Imperial at #3 and Frisisan at
#4
Got an assert aftree trying to build two woodcutters:
Forcing flag at (70, 164)
Message: adding warehouse for player 1 at (69, 163)
Forcing flag at (73, 163)
Forcing flag at (66, 165)
Forcing
Some regression tais fail, but I dont think they are related:
./regression_test.py -b ./widelands
FAIL:
test/maps/ship_transportation.wmf/scripting/test_rip_ship_before_picking_up_transporting_ware.lua
FAIL:
test/maps/ship_transportation.wmf/scripting/test_rip_portdock_with_worker_and_ware_in
Done
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I think this is a better fix:
bool has_focus() const {
return (get_can_focus() && parent_->focus_ == this);
}
That can_ / has_focus handling is a bit different then I had expected, well
Works find for me now
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Mhh, that assert looks valid fro me. Question is why this particular inputfield
does not have the corresponding flag set?
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Thats the way how Asserts work ... only in debug bilds.
I dont have that much time today, Ill try to throw it at the debugger.
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Review: Resubmit
Found that I lost a '!' while refactoring.
Now a normal network game works as itendend.
I assume that disconnect/double freee has always been there,
I will create a followup bug for that one.
When debugging I triggered a racecondition, I doubt we ever will see that i the
wild.
Using unique_ptr is unneeded, this is only a helper class neede to as
long as some progress dialog is open, so using normal scope is ok.
(We should actually cleanup that usage, some other time)
The Problem is the owenership of UI::ProgressWindow* loader
The disconnect code try to close the last
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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Found a first bug, still need some debugging
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* 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.
-
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
Loading may savegame I now get:
Assertion failed: (wh), function get_next_step, file
../src/economy/transfer.cc, line 188.
Do I have to restart that Map now?
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I now get a compile Error at:
../src/economy/transfer.cc:166:72: error: non-pointer operand type
'Widelands::MapObjectType' incompatible with nullptr
if (!curflag.get_roadbase(nextflag, request_->get_type() ==
wwWORKER ? MapObjectType::ROAD : nullptr)) {
Review: Approve compile, review, testplay
The ccode is basiccally OK, I did not read all of it, sorry.
I noticed some odd Behavior that carrriees tried to use a wterway to reach
theire destination,
but got stuck on the waterway. This way neither wares no carriers where
transported in the end.
Plaaying Calvission for a while now:
In case a location is reachabel by road and by waterway, but there is no ferry,
wares may get stuck waiting at the flag for the waterway, mmh. But well, works
as designed.
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CLang gives me some comppiler warnings:
src/economy/economy.cc:854:45: warning: loop variable 'r' has type
'const std::pair &'
(aka 'const pair &')
but is initialized with type
'std::__1::__map_iterator,
std::__1::__tree_node, void *> *, long> >::value_type'
(aka 'pair')
resulting
OK this is a little Monster and in depends on some workarea change?
Please direkt me to that branch or was this mereged by now?
Im checking this out now. and (try to) do some code review.
--
https://code.launchpad.net/~widelands-dev/widelands/ferry/+merge/351880
Your team Widelands Developers is
Mhhh, We could iprove the RoadType via 4 bitflags and some inline fucntions:
1000
^ Road
^ Bridge
^ Waterway
^ Busy
kRoad = 1
kNormalRoad = 1
kBusyRoad = 9
kBridge = 2
kBridgeNormal = 2
kBridgeBusy = 10
kWaterway = 4
kNormalWaterway = 4
kBusyWa
Now, can ths be merged or do we want another review?
--
https://code.launchpad.net/~widelands-dev/widelands/bridges/+merge/364318
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Hello Gun:
* Adressed some comments
* Get the tribe and check whether it exists before you push it
-> I have no idea (yet) what this code does :-)
* Playercommand is not for current player , not sure if this can normally happen
lets wait If I ever see this, then we can make it an assert.
* The
The proposal to merge lp:~widelands-dev/widelands/refactor_gameclient into
lp:widelands has been updated.
Description changed to:
* Refactor big switch statement in gameclient.cc
* Refactor ::run() to improve readability
* use send_player_command with Ptr instead of Reference to clarify ownershi
Klaus Halfmann has proposed merging
lp:~widelands-dev/widelands/refactor_gameclient into lp:widelands.
Commit message:
Refactor gameclient.h/.cc for better readability
Requested reviews:
Widelands Developers (widelands-dev)
For more details, see:
https://code.launchpad.net/~widelands-dev
Regressiontest are ok: Ran 44 tests in 1377.106s
Will try to do a network game, too.
--
https://code.launchpad.net/~widelands-dev/widelands/refactor_gameclient/+merge/366743
Your team Widelands Developers is requested to review the proposed merge of
lp:~widelands-dev/widelands/refactor_gameclient
Review: Approve compile / test
OK, tested this again, works as intended.
@bunnybot merge
--
https://code.launchpad.net/~widelands-dev/widelands/bug-1826669-mp-map-b20/+merge/366619
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_
Yep, found and deleted it, will try again tomorrow.
Playing against WorldSavior and the-X makes me tired.
Thats another Bug for the Review in R21 then ...
--
https://code.launchpad.net/~widelands-dev/widelands/bug-1826669-mp-map-b20/+merge/366619
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I found one:
file_ = nullptr;
and
!file_ // this should be save.
in gameclient.cc
I used a Windows Server wit build20_rc1 as host so I could not test gamehost.cc
this way.
Now I am out of Ideas...
--
https://code.launchpad.net/~widelands-dev/widelands/bug-1826669-mp-map-b20/+merge/366619
Review: Needs Fixing compile test
Your soultion prevents the crahs but makes a difference:
- The new Map is not announced at the GUI
+ The new Map appears in the logs
- No Transfer of any Map happens any longer.
from the code I see no diecrt difference.
eventually ther is some == comparison f
Admitted, you fix is more elegant.
One nit inline.
Wil still compile and test this
Diff comments:
>
> === modified file 'src/network/network.h'
> --- src/network/network.h 2019-02-23 11:00:49 +
> +++ src/network/network.h 2019-04-28 14:30:33 +
> @@ -181,6 +181,11 @@
> };
>
>
This will merge to buld20.
I will try to do a bigger refactoring for trunk, but we should merge it there,
too.
--
https://code.launchpad.net/~widelands-dev/widelands/bug_1826669_MapDownloandChange/+merge/366616
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Klaus Halfmann has proposed merging
lp:~widelands-dev/widelands/bug_1826669_MapDownloandChange into
lp:widelands/build20.
Commit message:
Fix for #1826669
Requested reviews:
Toni Förster (stonerl): remote network test
Related bugs:
Bug #1826669 in widelands: "R20-rc1 HeapUseAfterFree
Review: Approve reiew, compile, testplay
I played some internet game with this brnahc and it was ok, felt a bit slow,
though.
Completed the review, code is fine, please check some nits:
* some functions should be inlined.
* Once this is in r21 I would like to do a performace review
* Mabye we
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