Thanks for checking again. I think we're fine now :)
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Oh, I completely forgot about this. But I tested it now, and no crash anymore...
Just let me know if you need me to look at something particular..
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lp:~widelands
The proposal to merge lp:~widelands-dev/widelands/bug-1291904 into lp:widelands
has been updated.
Status: Needs review => Merged
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lp
Seems like Tibor hasn't had time to check back here, but I'm going to merge
this now anyway - I need this branch to finish up one_tribe, which will then be
ready for testing :)
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Review: Approve
lgtm
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Review: Resubmit
We still have files like map_building_packet and map_buildingdata_packet, so I
think part of the files are still using the old system. I'll leave the function
in for this branch.
I also fixed the crash that Tibor found - some code didn't get updated properly
during one of the
Yes. We used to save objects in two steps (this example is for buildings, but
bobs and other stuff were the same). We had a buildings_data packet that
described what buildings are where and the serial number of this building.
Another packet contained 'buildings_data_data' which contained all of
I just found something else that we might want to lose in instances.h:
/// This is just a fail-safe guard for the time until we fully
transition
/// to the new MapObject saving system
virtual bool has_new_save_support() {return false;}
Does anybody remember what that is a
Review: Needs Fixing
I am getting segmentation fault, when starting new network game (AI-only),
running for short time (does not matter how long probably), saving it and then
when leaving the game (after clicking "yes" on ~'Are you sure you want to leave
the game'):
#0 0x0079 in ?? ()
#1
Fixed :)
The bug was already in trunk, it just didn't get triggered.
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I can reproduce this now. It also doesn't happen in trunk, so the bug is in
this branch.
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No! Is it identified as Glacier Lake map from april 2? I can not see it in the
list for loading single player saves at all. Only in multiplayer...
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I tried the savegame you uploaded. It gives me an error message with "Unhandled
version error" like it should. It is a single player game though and not a
multiplayer game though, and you write above that the crash happened with a
multiplayer game? Can you please double-check that this is the co
I attached another save file, please look at it (yes, it just crashed here).
And I dont know what branch it was saved under, but your code should be
resistant and not crash if incompatible savegame :)
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I can't reproduce my crash now :(
Can you please attach your savegame to one of the linked bugs?
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I am having problems with savegames in trunk now when the encyclopedia has been
opened. So, my guess is that the bug is there and not in this branch. It has
probably sometjhing to do with my changes in lua_coroutine.
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Review: Needs Fixing
When I tried to load saved network game from building_encyclopedia branch, it
just crashed:
Game: Reading Game Class Data ... GameLoader::load() took 1ms
lastserial: 0
pure virtual method called
terminate called without an active exception
Program received signal SIGABRT, A
Review: Resubmit
I managed to fix the text suite (and use it to track down some bugs I had
created :P). So, this is ready for review again.
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*done -> gone. Wheres that edit button :(
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When I save the map, it is done. So, open the map and save it doesn't work.
I delete the scripting directory before opening the map, because otherwise the
editor will execute the script.
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> Resaving maps with --nozip doesn't work for the test suite maps, it kills
> them.
Wait, what? --nozip should copy over all scripts. If this doesn't work that is
a regression.
> So, will have to create all of them from scratch. Maybe someone with a big
> screen and practice with the editor c
Resaving maps with --nozip doesn't work for the test suite maps, it kills them.
So, will have to create all of them from scratch. Maybe someone with a big
screen and practice with the editor could do that?
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I very quick check showed that the lua_testsuite.wmf map has problems. It seems
that it contains workers in the map data - something that should not be
possible. I think this happened because I was working in an experimental branch
when I created the first version of this map. To fix this, try t
The problem is with the test suite. I can't track it down, so it probably lies
with the binaries somewhere. I decided to allow lower packet versions in some
places to keep the tests working, and there was no change in the packet
content, just the packet number. I don't know how to fix the binari
Review: Needs Fixing
I went over the code and in general it lgtm. I just do not understand some
(most?) of the compatibility cruft that you left in there. For example,
buildings and ships should only ever be in savegames, never in maps. Could you
elaborate on the individual cases, maybe we can
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