OK, compile your code but will now go down to kTextureCacheSize = 5 << 20
or even further untill I find some logs and/or the cache flutters.
Now lets start reading again ...
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Checked the code from the top to about 50%, some comments inline.
Did not find the logging, yet.
wil now play a bit with the reduced cache size.
Diff comments:
>
> === added file 'src/graphic/text/rendered_text.cc'
> --- src/graphic/text/rendered_text.cc 1970-01-01 00:00:00 +
> +++ src/grap
Ahh, now I see what the cache ist used for:
TransientCache: Dropping 2 bytes, new size 4094. Hash: 005:08
TransientCache: Dropping 2 bytes, new size 4092. Hash: 005:09
TransientCache: Dropping 2 bytes, new size 4090. Hash: 005:10
TransientCache: Dropping 2 bytes, new size 4088. Hash: 005:11
Transi
I got some compile warning we should not neglect:
fh1-multitexture/src/graphic/text/transient_cache.h:48:2: warning:
'TransientCache' has virtual functions but non-virtual
destructor [-Wnon-virtual-dtor]
~TransientCache();
in general when subclassing and using a parent pointer the
Thx, the warning are gone, we still have some, but I will addres them in the
next branch,
so we get get this in.
Will it be possible to exclude some Texts/Textures from Caching?
e.g. the current game time or any other text we know will change the next time
we draw it.
will not have time for mor
Now I got a crash after playing for perhaps 10 Minutes?
Thread 0 Crashed:: Dispatch queue: com.apple.main-thread
0 widelands 0x0001042abba5
Widelands::Request::transfer_finish(Widelands::Game&, Widelands::Transfer&) +
69 (request.cc:418)
1 widelands
playes another on > 1h, no Problems. so far for determistic machines.
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Will we need a resubmit fro travis to kick in?
Looks I now have time to do a full review and some Debugging.
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Review: Approve code review, compile, test
OK for me now, we should get this in and try to find those nasty crashes in
trunk.
I still do not get the whole story, though. Would like to see bunnybot again.
Will continue with that net-boost-asio next.
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tried to compile this an it failed me with:
net-boost-asio/src/network/network_lan_promotion.cc:90:26: error: no member
named
'ifa_ifu' in 'ifaddrs'
s = getnameinfo(ifa->ifa_ifu.ifu_broadaddr, sizeof(struct sockaddr_in),
So Do _you_ use some implementation detail, or do I have to chnan
OK checked some things,
I found Asio 1.10.6 / Boost 1.58 as part of the boost library
provided by MacPorts (https://www.macports.org/)
most recent is Asio 1.10.9 / Boost 1.64
I assume you are on Ubuntu, so I assume you are somehwere in the middle of
these versions.
Can anybody tell use the wi
OK you use some struct ifaddrs from
$FreeBSD: src/include/ifaddrs.h,v 1.3.32.1.4.1 2010/06/14 02:09:06 kensmith Exp
$
As OSX is bases on Freebsd no surprise here.
man getifaddr tells me
The ifaddrs structure contains at least the following entries:
struct ifaddrs *ifa_next;
Trying an itenratgame now gives me:
InternetGaming: Client opened a game with the name BugHasi.
[NetHost]: Opening a listening IPv4 socket on TCP port 7396
[NetHost]: Opening a listening IPv6 socket on TCP port 7396
[LAN] Started an IPv6 socket on UDP port 7395
[LAN] Started an IPv4 socket on UDP
Review: Needs Fixing compile, test
* I can connect to the metaserver, so networking basically works.
* With a second try I now died with:
Assertion failed: (state_ == OFFLINE), function login,
file
/Users/klaus/develop/widelands-repo/net-boost-asio/src/network/internet_gaming.cc,
line 118.
B
* Hello Notabalis: I will proceed as follows:
* Try "normal" network games with another instance as host and vice versa
* Try local network gaming (assuming its IPv4)
* Find out what wrong with IPv6 on this Mac, I have seen the error code
(I hope you log it), So i can ivestigate there.
* Ei
Basi Network gamig now works,
I get
[NetHost]: Opening a listening IPv6 socket on TCP port 7396
[LAN] Started an IPv6 socket on UDP port 7395
[LAN] Started an IPv4 socket on UDP port 7395
[LAN] Will broadcast to 192.168.254.255
[LAN] Will broadcast for IPv6
[LAN] Closing an IPv6 socket.
Wee need
* Hmm, here is the IPv6 Error:
[LAN] Started an IPv6 socket on UDP port 7394.
...
[LAN] Will broadcast for IPv6.
[LAN] Error when broadcasting on IPv6 socket, closing it: No route to host.
[LAN] Closing an IPv6 socket.
Must use debugger/consult docs what this is about.
Looks Broadcast adresses in
Travis has Problme with just CLANG_VERSION="4.0" BUILD_TYPE="Debug"
all others are ok?
Looks like some transient error, llvm.or had a bad time?
sudo apt-get install -qq --force-yes -y clang-4.0
E: Failed to fetch
http://llvm.org/apt/trusty/pool/main/l/llvm-toolchain-4.0/libllvm4.0_4.0~svn303688-
Review: Approve review, comoiel
Did a review now,
* there is quite some duplicate code for 4/6 that should be avoided
* Think about a common errro handling, that will save a lot of code, like
if (hasError(ec)) { // implies logging
check the comments inline.
we still could get his in and imp
Review: Approve code review, compile
Code looks much better, no more 4/6 duplicates.
Will now play a bit, again.
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Codecheck from travis fails, but for some compilers?
grep '^[/_.a-zA-Z]\+:[0-9]\+:' codecheck.out
/home/travis/build/widelands/widelands/src/network/network_lan_promotion.cc:225:
Use log() from base/log.h instead of printf.
/home/travis/build/widelands/widelands/src/network/network_lan_promotion
Will not have much time the next 3 weeks I guess.
I aon call duty for my job and the weekends are stuffed
with other thing I must care for.
Lets fix the ugly apple code and then lets get this in.
I like having smaller steps and the history of this branch
is long enought ...
sorry
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Oops, now this does not compile on OSX:
net-boost-asio/src/network/network_lan_promotion.cc:78:29: error: member
initializer
'interface_indices_v6' does not name a non-static data member or base
class
broadcast_addresses_v4(), interface_indices_v6()
in the .h files this is
After playing quite a qhile (> 1hour) I now got a crash:
Thread 0 Crashed:: Dispatch queue: com.apple.main-thread
0 widelands 0x00010a7c2d9c
boost::asio::basic_io_object,
true>::get_service() const + 12 (basic_io_object.hpp:214)
1 widelands
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
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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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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Ahh. As I have an untrustbale network cable I have seen this already.
You changes are fine with me.
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Review: Approve code review, compile, short test
Whatever you did, it fixed my crash.
I did play for a minute only, though.
Lets check the code again ...
... as of the revert, this is much shorter now :-)
LGTM
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Code is OK, but I got this assertion:
Assertion failed: (nh >= 0), function set_size, file
.../bug-1697242-fileview/src/ui_basic/panel.cc, line 242.
Abort trap: 6
but was unable to reproduce this :\
I think it was opening the about window after switching to fullscreen?
ON OSX we have the extar q
Ahh, thanks for starting this branch.
I will start with these two:
compiler_warnings_062017/src/scripting/lua_errors.h:27:7: warning: 'LuaError'
has no out-of-line virtual method
definitions; its vtable will be emitted in every translation unit
[-Wweak-vtables]
class LuaError : public WEx
Ahh, Ohh, well, mmh. These _can_ result in a lot of duplicate code.
So I will stop checkeing these ... :-)
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Ok next candidate is this one:
src/wui/interactive_base.cc:168:34: warning: instantiation of function
'Widelands::MapTriangleRegion,
unsigned short>::MapTriangleRegion' required here, but no definition is
available
[-Wundefined-func-template]
Widelands::MapTriangleReg
I must give up on this template warning.
I do have some ideas but the statemet is to complex for me.
SireVer: please enlighten me.
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I think we got rid of:
* all problems with missing overrides / vitual
* all unneed double promototions
We (well I) still see:
* -Wformat-pedantic with printf and not void* pointers -> we should not use
that flag
* Problems with recursive macros, No idea about those, yet.
* multiple instantia
Review: Approve compile, play
run the regressions tests, all fine.
Did not do a manual code review.
I think we should get this in and tackle these rest of the warnings
in some other branch.
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* Mmmh, looks like the bzr -> git thingy failed,
because .travis.sh definitly is _in_ that branch.
* the gcc fixes did no fix the all fallthrogh / default: warnings for LLVM, sigh
* and yes I still see these:
src/scripting/lua_map.cc:6053:26: warning: instantiation of function
'Widela
The internet dod not help to understand that disabled-macro-expansion warning,
but I have seen it for a year now and it did not harm.
And format-pedantic only complains when using a non void* in a printf like
statement.
Gun: we will need a resubmit for travis to compile this again?
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plyed this again for quite some time, no problems seen
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Review: Approve code review
Code Revire is ok for me.
In case of an error some layout may be broken, well. We will find that.
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Testing hint:
use this datadir this will use the functions
https://code.launchpad.net/~widelands-dev/widelands/reveal_hide_animations,
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Gun: I can eventually setup that new Branch as sirver suggested at tuesday,
I would just call it compiler_warnings_20170618 or such.
OK?
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Klaus Halfmann has proposed merging
lp:~widelands-dev/widelands/compiler_warnings_20170619 into lp:widelands.
Requested reviews:
GunChleoc (gunchleoc)
For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/compiler_warnings_20170619/+merge/325952
This is the alternative
Comipling this again (after pulling from _this_ bracnh :-)
still get warning like:
compiler_warnings_20170619/src/wui/interactive_base.cc:168:34: warning:
instantiation of function
'Widelands::MapTriangleRegion,
unsigned short>::MapTriangleRegion' required here, but no definition is
The later warnings come from the testcode only (I think travis does not comile
this).
Ill try to get rid of them like you did with the other ones.
The first one is a problem with template instantiation.
The compiler must instantiate them whenver he needs to, resulting
in some duplicate code to be
Review: Resubmit
Supressed the warning locally,
created [1699852] for the MapTriangleReg.
So when bunnybot is happy this should go in.
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Looks like I can help here:
klaus@Holy-Grail:~$ ping6 2a01:238:4326:5100:b5ce:5c0b:f1f4:2e40
PING
2a01:238:4326:5100:b5ce:5c0b:f1f4:2e40(2a01:238:4326:5100:b5ce:5c0b:f1f4:2e40)
56 data bytes
64 bytes from 2a01:238:4326:5100:b5ce:5c0b:f1f4:2e40: icmp_seq=1 ttl=58
time=52.0 ms
I actually use som
looks straigt forward,
Ill fetch the compile from appveyor juts to be sure.
BTW, is there some central place whre I can finde those state transitions
indicated by IGPCMD_GAME_OPEN?
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I would really like to test this, but I find no Windows Build
here?
https://travis-ci.org/widelands/widelands/builds/256472759
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Review: Approve review, tests
Change looks straight forward.
played some network game and noticed no problems.
@bunnybot merge
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Review: Approve review
Since this is no code change there is no sense in compiling this.
All fine foe me, ther mor docs the better.
If my inline comment abot critter is correct I will iclude it.
Diff comments:
>
> === modified file 'src/scripting/lua_map.cc'
> --- src/scripting/lua_map.cc 201
Sorry for the extra commit, using this Ubuntu on Win is a pian.
OTOH I build the shinx Docs now, and found my comment there.
Gun: will we need a resubmint?
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Review: Approve review
This is a doc change only, no objections here.
as Travis and Appveyor are green, lets get this in, well out.
@bunnybot merge
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When will be executed?
I assume when the final binay is build.
So the test would be to check if e.g. travis binary contains that folder.
I will wait for bunnybot and then check.
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Once again I dont see the windows build?
Where in travis is this hidden?
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Hmm, that Link in the message:
> https://ci.appveyor.com/project/widelands-dev/widelands/build/_widelands_dev_widelands_ai_cmakelist-2330.
gives me.
Build not found or access denied.
I can find it however at:
https://ci.appveyor.com/project/widelands-dev/widelands
Do I have to register at appveyo
Review: Needs Fixing
Mhh, did not find that folder in the fnal deployment?
D:\develop\wldev\ai_cmakelist\data>dir /B
campaigns
i18n
images
locale
maps
scripting
shaders
sound
tribes
txts
world
can someone check on linux?
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Review: Needs Fixing
Uhmm this does not even run.
when starting a network gae it dies with:
...
GameSaver::save() took 98ms
SaveHandler::save_game() took 102ms
InternetGaming: logout(SERVER_CRASHED)
[NetClient] Closing network socket connected to
2a01:238:4326:5100:b5ce:5c0b:f1f4:2e40:7395.
Obje
Review: Approve review
Looks all fine.
Checked the code for that unused num_failed.
Will compile and play this now ...
Diff comments:
>
> === modified file 'src/map_io/s2map.cc'
> --- src/map_io/s2map.cc 2017-01-25 18:55:59 +
> +++ src/map_io/s2map.cc 2017-08-11 11:40:48 +
Review: Approve test
played this no for a while on WIN10 downlaod form Appveyor, finr for me.
@bunnybot merge
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Mhh, this looks familiar, we had a similar Issue where some Notfication was
caught by some other ship.
Ill try to have a lok tonight.
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That sounds interesting I I would like to go along with Gun.
I would really like to use that switch and do some taringing to the AI.
You just give me some hint how to get the trained AI Genes reimplanted into the
game ;-)
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Review: Approve review, compile
What I get is that you moved around some code from ::init to the CTor for that
shipwindow.
See som inline comments.
I see no obvious Problems in that code, no let mey try to download it from
appvoyer ors such.
Diff comments:
>
> === modified file 'src/logic/m
Will try that one now:
https://ci.appveyor.com/api/buildjobs/qsar8xtu6u7jsjjv/artifacts/Widelands-_widelands_dev_widelands_bug_1664052_expedition_shipwindow_crash-1872-Debug-x64.exe
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When wil appvoyer kick in? I would like to fetch the binary form there.
OTOH Ill be on tour for some days now.
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I get some compiler warning here:
[2550/2827] Building CXX object
src/scripting/CMakeFiles/scripting_logic.dir/persistence.cc.o
In file included from ../src/scripting/eris.h:25:0,
from ../src/scripting/persistence.cc:27:
../src/third_party/eris/eris.h:150:38: warning: redundant r
Code looks straight foreward,
will compile and play this now
- as training for the tournament.
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Review: Approve review, compile, test
Appveyor faled with
> No artifacts found matching
> 'Widelands-_widelands_dev_widelands_bug_1075562_initial_trainers-2530-Debug-x86.exe'
> path
No idea why this happens? But all 4 variants are OK
Ichecekd the code and even started every variant.
Fine foe
I have some vacation the next two weeks, so I start reviewing things
like this branch. Looks straight forward. I will look around a bit
to better understand the code.
@Gun: if you have some issue that could need some more attention
debugging please conatct me, I now cca (with some efforts) Debug
Review: Approve review, compile, test
Broke this on puropse and tried to play the economy tutorial:
There's no configuration file, using default values.
┏━ Running Lua for world:
┃Resources: 50ms
┃Terrains: 69ms
ERROR: Unused key "attributes" in LuaTable. Please report as a bug.
ERROR: Un
M,, I tried to remove the asserts, too. But this still failed me.
Will try your changes now.
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Tried to open some training game from trunk, gave me:
ai_buildinglimit_savegames klaus$ Game: Reading ai persistent data ...
Assertion failed: (player->ai_data.remaining_buildings_size ==
player->ai_data.remaining_basic_buildings.size()), function read, file
/Users/klaus/develop/widelands-repo/a
Review: Needs Fixing compile, test
Same happend for a freshly saved game. Tobor: if you know the details, please
fix.
I would have a deep look into that code befroe having a chance to really fix
this.
Will upload my save file to the atatched bug.
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Klaus Halfmann has proposed merging
lp:~widelands-dev/widelands/bug_1725724_ai_data into lp:widelands.
Requested reviews:
TiborB (tiborb95)
Related bugs:
Bug #1725724 in widelands: "assert ai_data.remaining_buildings_size in
bzr8464[trunk]"
https://bugs.launchpad.net/wide
Version handling is correct, any version not 2 or 3 will result in an
UnhandledVersionError.
The change is not as big as it looks, I just refactored the larger functions
into
smaller ones.
The actual bugfix was not using the [] operator but .emplace().
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I fail to grasp these changes just by reading them here,
on comment inline.
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Hellu Jukka (If got you first name correct).
Thanks for finding/fixing those Issues. We actually have
a long standing problem with Memory corruption when playing
for a longer time e.g. #1730204 so anyonw with knowledge and
tooling is welcome.
If you are a registered widelands developer,
you may c
Loook good for me:
you switched from $BUILDTYPE to BUILD_TYPE
I will compile this now and try to reproduce one of the bugs I found.
Ill try to do this on Ubuntu as well, but will need som preparation?
Do we have clang compiler for windows?
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Review: Approve compile, review, test
compiled, tried to open a network game,
cancel on map selection, selected map
later in Game dialog, got
==67295==ERROR: AddressSanitizer: heap-buffer-overflow on address
0x612000e84260 at pc 0x000106ba4099 bp 0x7ffeea711170 sp 0x7ffeea711168
READ of size 4
Look straight forward.
Will this fix some of the memory issues, too?
Will compile this and try to play a bit ...
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Code looks ok, will run the regression tests on OSX again.
What kind of structure ist this Fleet? All ships on the same ocean?
and waht does this merge mean from aplayer perspective?
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Review: Approve review, compile, test
Played flowships for a while now (must use --no-asan however)
@bunnybot merge
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https://code.launchpad.net/~widelands-dev/widelands/run-asan-fix-clang-warnings/+merge/334273
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lp:~widelands-dev/widelands
Review: Approve review, complie. regresionn test
Ran 39 tests in 1112.503s
all fine, lets megre this fleet, aehm this code to get it active soon.
@bunnybot merge
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https://code.launchpad.net/~widelands-dev/widelands/bug-1734088-asan-fleet-active/+merge/334276
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Mhh ravis has only this, unrelated Problem:
WARNING: The following packages cannot be authenticated!
gcc-7-base libgcc1 libstdc++6 libasan4 libatomic1 libcc1-0 libcilkrts5
libgomp1 libisl15 libitm1 liblsan0 libmpfr4 libmpx2 libquadmath0 libtsan0
libubsan0 cpp-7 libgcc-7-dev gcc-7 libstdc++-
Review: Approve review
Yep, this is basically my fix, will not compile or test this one, though.
See
http://bazaar.launchpad.net/~widelands-dev/widelands/bug_1730204-crash/revision/8496
I added this code as well:
void BuildingWindow::die() {
assert(!is_dying_); // Building Window must not
Please enlighten with the magic of the std::unique_ptr<>.
What was the Problem and how does this change fix it?
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Thanks for all the cleanup you did!
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___
Mai
Hmm, we need some Barbarin to this brew Problem ;-)
>From Travis using XCode 8.3
/usr/local/Homebrew/Library/Homebrew/brew.rb:12:in `':
Homebrew must be run under Ruby 2.3! You're running 2.0.0. (RuntimeError)
Brewers to the brew kettle, please?
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Review: Approve compile, small test
compiled fien with clang 5.0 less noise, fine.
with OSX clang
Apple LLVM version 9.0.0 (clang-900.0.38)
Target: x86_64-apple-darwin17.2.0
Thread model: posix
InstalledDir:
/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin
Hell Gun,
thats the Apple clang compile flavour
> Apple LLVM version 9.0.0 (clang-900.0.38)
that gives me:
> warning: unknown warning group'-Wzero-as-null-pointer-constant',
> ignored [-Wunknown-warning-option]
I have no Ida how it relates to clang 5.0
So bot compiles shoud do, As I think clang
SirVer: then I will stick with the Apple compiler. so we have bot of them.
I lost my game agains trimard on trunk, despite he did not even build a barack,
shame on me, sniff ;-)
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Review: Approve test
I actually played this verson (wit a merge to trunk) during the tournament.
So this can go in. In can live with extra warnings for X-Code. Eventually
Ill adress them in some other branch.
Using
> #ifndef __APPLE__
> #endif
will not Help as ther are
a) to many such places
b)
Review: Approve review
Just one question inline.
@bunnybot merge
Diff comments:
>
> === modified file 'src/ai/defaultai.cc'
> --- src/ai/defaultai.cc 2017-11-26 17:43:25 +
> +++ src/ai/defaultai.cc 2017-12-02 11:52:29 +
> @@ -450,13 +450,13 @@
>
I dont get it, I compile that branch but I cannot find the mission?
It this a tutorial or a campaing?
Do I have to do anything to make it visible?
thanks for a hint.
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I tried: ./widelands --scenario=data/campaigns/emp04.wmf
But his made the Game crash only.
Then I used "Play Tuorial/Ecnomy" but this immediatley
crashed after I tried to open the Building Window.
==31443==ERROR: AddressSanitizer: heap-use-after-free on address 0x61300075ba04
at pc 0x00010b707
Thanks for pinking that up that one.
Could it be possible to make the scout prefer parts of the map not visible
yet? E.G. the scout sometime fails to revela some parts of the map as he
visits the smae, already know place again and again.
And, even Better if a scout fins only places already owned
OK, using the absoulte path did the trick, thanks.
./widelands
--scenario=/Users/klaus/develop/widelands-repo/Mission4/data/campaigns/emp04.wmf/
When did you last merge with trunk?
I still get an Asan crash when tearing down the frist building whiel the
building
statistics is open:
=
Merged this with trunk with out any trouble, lets try again.
- 2 hours later -
All ok for me, I can push the merged status, if you wish.
Some remarks:
* I dismanteld the wells, too. As they showed 0% as well, is this needed?
* I had quite some trouble to a) get a geologist (seems there is
Review: Needs Information
I was able to play until I got enough weaht and whine.
But he godes did not anser my offer and not reddem my
economy. Conquering was easy, but I fear that curse, of course ;-).
ANother Probem: I had 3 Vineyards 1 occumpied and 2 Baskets.
But the two remaning baskets did
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