The proposal to merge lp:~widelands-dev/widelands/new-shipping into
lp:widelands has been updated.
Status: Needs review => Work in progress
For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/new-shipping/+merge/371155
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I have added some comments
Diff comments:
>
> === modified file 'src/logic/map_objects/tribes/ship.cc'
> --- src/logic/map_objects/tribes/ship.cc 2019-05-27 14:28:34 +
> +++ src/logic/map_objects/tribes/ship.cc 2019-09-03 15:47:16 +
> @@ -736,22 +736,215 @@
> }
> }
>
>
The detour-baselength assert will definitely not give any further trouble now –
I removed it ;)
Making a detour really can shorten the ship´s path by a few fields in some
cases… :P
The ship.get_nritems() assert is also fixed now, though the savegame might
remain broken.
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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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h
got another detour assert:
/widelands-repo/new-shipping/src/economy/fleet.cc:890: void
Widelands::Fleet::check_push_destination(Widelands::Game&, Widelands::Ship&,
const Widelands::PortDock&, Widelands::PortDock&, uint32_t): Zusicherung
»detour >= base_length« nicht erfüllt.
Abgebrochen (Speich
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The "detour >= base_length" assert should finally be fixed. Also changed the
double-colonization check as suggested.
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I had a look at the check for disallowing double colonization. I think it would
be sufficient to check whether there's a building there, we don't care if it's
a port or a construction site. It might even be safer, because the enemy might
also have been faster with building something there.
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h
Can you please merge trunk? I am struggling with bug 1839740 ... which is
solved in trunk.
I get the same crash:
/widelands-repo/new-shipping/src/economy/fleet.cc:888: void
Widelands::Fleet::check_push_destination(Widelands::Game&, Widelands::Ship&,
const Widelands::PortDock&, Widelands::Port
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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/
No wonder it was buggy, I used the wrong variable for calculating the length of
the detour :)
Please check whether it still happens…
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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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The OPtr is just a wrapper for a MapObject. I use OPtr rather than
PortDock* to avoid segfaults when the portdock is destroyed. The == comparison
compares serials, so it´s 100% safe to use.
I found a potential cause for this assert in the way superfluous or invalid
destinations are discarded, pl
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
I believe this is a bug in trunk since I didn´t touch that code, but I´ll fix
it here. Once the portspace becomes unavailable, other ships shouldn´t be
allowed to start colonizing. No savegame needed, should be easy to reproduce.
I´ll also add this case to the testsuite.
Still wasn´t able to re
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
I tried out all four UnrealAssert savegames now and *none* of them triggered an
assert fail. Do you have replays that end with assert-crashes?
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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.
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Ouch. This means that you have an item in your portdock that doesn´t know where
it wants to go. Happens all the time in trunk, shouldn´t happen anymore in this
branch.
Did you (or some AI) destroy a port shortly before you got the error? Or
connected some previously unconnected ports on land? O
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
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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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Another guess pushed, this one may fix it. (untested, can´t compile atm.)
Please test…
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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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I added some debug output, please try again…
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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
I have pushed a blind guess what might be causing this, please test whether
this fixes it
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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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lp:~widelands-dev/wid
Yes, with ASan. It complains about the usual memory leak when closing
Widelands, nothing else.
Travis is happy now, regression tests are working there.
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lp:~wi
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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Can´t reproduce. I downloaded your savegame, loaded it, let it run for ten
minutes gametime and then closed it, all without problems…
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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
Ah ok :) you meant, don´t use realtime as a limit for calculation steps. OK, if
playtesting shows that such a limit is necessary (atm I don´t think it is) the
limit will be implemented by max number of destinations or perhaps max total
route length.
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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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Thanks for reviewing :)
Implemented or replied to your comments.
I´ve been playing so far on Dust In The Wind where I didn´t notice performance
problems (owning ~ half the islands). A big map with many many ports would be
great for testing though.
This is sort of like the TSP with additional ru
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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Benedikt Straub has proposed merging lp:~widelands-dev/widelands/new-shipping
into lp:widelands.
Commit message:
New planning-ahead ship scheduling algorithm
Requested reviews:
Widelands Developers (widelands-dev)
Related bugs:
Bug #1827033 in widelands: "Bugs in new ShipScheduling algorithm
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