Toni Förster has proposed merging
lp:~widelands-dev/widelands/bug-1811583-desync-with-territorial into
lp:widelands.
Commit message:
- fix broadcast()
- use broadcast() in _send_state() instead of send_message()
Requested reviews:
Widelands Developers (widelands-dev)
Related bugs:
Bug #1721
The proposal to merge
lp:~widelands-dev/widelands/bug-1811583-desync-with-territorial into
lp:widelands has been updated.
Commit message changed to:
- fix broadcast()
- fix send_message() for territorial
For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/bug-1811583-des
Continuous integration builds have changed state:
Travis build 4415. State: passed. Details:
https://travis-ci.org/widelands/widelands/builds/484807553.
Appveyor build 4205. State: success. Details:
https://ci.appveyor.com/project/widelands-dev/widelands/build/_widelands_dev_widelands_bug_181158
Continuous integration builds have changed state:
Travis build 4418. State: errored. Details:
https://travis-ci.org/widelands/widelands/builds/485117314.
Appveyor build 4208. State: success. Details:
https://ci.appveyor.com/project/widelands-dev/widelands/build/_widelands_dev_widelands_bug_18115
The proposal to merge
lp:~widelands-dev/widelands/bug-1811583-desync-with-territorial into
lp:widelands has been updated.
Status: Needs review => Merged
For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/bug-1811583-desync-with-territorial/+merge/362272
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Your team
Review: Needs Fixing
Please pay attention for messages where each player get a different message
(e.g. different land size). In think this is the case in territorial_time and
territorial_lord. Using broadcast() will send the same message to all players.
We should also take care of the RST comm
Are you sure. I thought that the status messages are the same for all players.
A message usually contains the sizes for all players. But I could be wrong.
If you would take care of the RST that would be nice.
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Yes, i am, just look at the code. E.g. for territorial_lord they are:
For the currently winning player: "You own more than half of the map’s area.
Keep it for %i more minute to win the game."
For the currently loosing player: "Playername owns more than half of the map’s
area. You’ve still got %
You're right... fixed it.
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Review: Resubmit
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Review: Approve code review
LGTM :-)
Approve this, but i want to have GunChleoc to take a look at my glorious
English wording ;)
Of course some one else with knowledge of English can do this also.
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I have removed the link to bug 1721126, because of
https://bugs.launchpad.net/widelands/+bug/1721126/comments/27
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Review: Approve proof reading
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I haven't tested it but the code is looking good, thanks.
Regarding the documentation: Please update the documentation of
win_condition_functions::broadcast() since it no longer waits for roadbuilding.
Also, could you add a comment in coroutines.lua (similar to ui.lua)? In
multiplayer, these met
Oh, thanks for the hint regarding broadcast(), just forgot it.
About coroutines.lua: I do not know which function is NOT used for all players
at the same time.
I guess those functions are the functions called when a particular user action
is triggered, and i think that are all the functions in
Review: Approve compile, testplay
We played this to the End on a 3vs3 Game on some
large Map and had no problems whatsover.
This way I finally learned Tonis game-name.
Traviss had an error with apt.llvm.org port one build only.
@bunnbot merge
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Sorry for the late response. Currently, these functions are indeed called for
all players in parallel within the win condition scripts. But if this would
change for whichever reason, the game would desync. A point where this happened
are the functions within ui.lua which call the sleep() functio
> But if this would change for whichever reason, the game would desync.
Thats the reason why i think this is just a workaround. A proper fix would be
to make the problematic functions, like wait_for_roadbuilding(), work for
multiplayer games too. Don't know if this is feasible though.
Your sugg
>> Make sure they are called for none or all players in parallel,
>I think most people (including me) do not now how to achieve that :-S
Maybe an example would help?
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Your team Widelands Deve
I don't think we can fix wait_for_roadbuilding(). What we could do is either
remove it from send_message() so that it looks like this:
function send_message(player, title, body, parameters)
player:send_message(title, body, parameters)
end
Or, every send_message() call needs to be called from
Fourth option would be to check for multiplayer.
Here is some pseudo-code
function wait_for_roadbuilding()
if not multiplayer then
_await_animation()
while (wl.ui.MapView().is_building_road) do sleep(2000) end
end
end
Is there a function to check for multiplayer?
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I have an idea but no clue how to implement this:
the lua part:
function wait_for_roadbuilding()
local game_type = wl.Game().game_type
if game_type = singleplayer then
_await_animation()
while (wl.ui.MapView().is_building_road) do sleep(2000) end
end
end
The c++ part I got from src/w
You are right, my note is most likely to abstract. If I wouldn't be knowing the
code I possibly wouldn't understand it either.
I like the idea of checking for single-/multiplayer game. Since I wasn't able
to find a lua method for this, I guess someone has to add one for it. I can
take a look at
>I can take a look at it in the next days.
This would be great!
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Klaus, it is called bunnYbot :)
@bunnybot merge
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It won't merge since travis through an error. But if notabilis implements the
single- multiplayer?-method we wouldn't need this branch here...
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Looks like bunnybot is in winter sleep ...
The travis error is about curl, and i would wonder if the changes would affect
building widelands at all, since only some lua code is changed.
> But if notabilis implements the single- multiplayer?-method we wouldn't need
> this branch here...
I think
This is merged into trunk now.
New bug: https://bugs.launchpad.net/widelands/+bug/1814372
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A branch with the requested lua method is up:
https://code.launchpad.net/~widelands-dev/widelands/bug-1814372-lua-gametype/+merge/362638
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