Thats odd. In trunk I find the contant as:
logic/filesystem_constants.h:const std::string kCampVisFile = "save/campvis";
but here it is kCampvisFile?
The save/campvis is some properties files is used to maker later
campaings visible once there predecessor have been solved.
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Review: Resubmit
Fixed that typo, can test this with windows 10 only, though.
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OK, can reproduce this on master-3414
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Uhhm appveyor fails when bulding the installer with:
Error on line 112 in c:\projects\widelands\utils\win32\innosetup\Widelands.iss:
Source file "C:\msys64\mingw64\bin\libicuuc58.dll" does not exist.
or "C:\msys64\mingw32\bin\libicuuc58.dll"
Who knows about that windows setup? Sound like some m
Review: Resubmit
kaputtnick: thanks for the hint, lets try again.
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Still no Appveyor build here?
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ypopezios: I will test this now, but please change the description what this is
about.
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One transient failure on Travis with one job only.
> WARNING: The following packages cannot be authenticated!
> zlib1g-dev zlib1g
appveyor is ok
@bunnybot merge force
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Review: Needs Information
ypopezios what is the purpose / descripton of this branch?
You want to adress that "ai roads getting jammed a lot".
You already improved road promotion, but this is not the case here?
Does this inlcude the "swapping the routing" idea (which is really good!)
Testing wou
One transient error on travis:
> apt-get install failed
Code looks ok to me, two questions inline.
Will compile and check this now
Diff comments:
>
> === modified file 'src/editor/ui_menus/player_menu.cc'
> --- src/editor/ui_menus/player_menu.cc2018-05-22 11:29:41 +
> +++ src/
Review: Needs Fixing compile, test
Sorry, that dropdown Window for "Number of players"
always appears at the top left of the screen.
Playing in a Window on OSX 1280 x 720 and in full screen mode.
Does happen on Linux/Windows, too?
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@ypopezios: OK, thanks for your hints, once you are done you should write
a paper on pracital aspects of https://en.wikipedia.org/wiki/Graph_theory
in Widelands ;-)
Now, how can I practically help?
I could try to reproduce on of the deadlocks/congestions we found
so far and check, if your change
./regression_test.py -b ./widelands
Ran 42 tests in 748.805s
OK so far, will do more small improvements, later
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Uhhm,
I opend a game I played with this branch with trunk and got
InternetGaming: Game update on metaserver.
ASAN:DEADLYSIGNAL
=
==88925==ERROR: AddressSanitizer: BUS on unknown address 0x6118002f2ba8 (pc
0x0001098ce1c1 bp 0x7ffee6
Mhh, thhis diff shows some Merge conflicts <<
But I do not seem them in the code?
I get lost in tat code change, sorry.
That complexity in Road and Carrier gives me a headache.
Ill give it another try with the debugger tomorrow.
Diff comments:
> === modified file 'src/economy/flag.cc
Review: Approve compile, test
Work for me.
the Window is initially at the top left,
that Alert is always at the top left,
would better like it to be centered,
OTOH this dialog is used seldom.
kaputtnick: can you confirm for Linux?
Gun: if you trigger a build I could check on Windows.
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Wow, that speedup is impressive but you write:
> When saving the Player Info Packet, only save ware statistics that the
> player's tribe owns
So When I switch the tribe after saving I will have no statistic?
And the AI statistics will be completely lost?
Must check this if this is worth the spe
Review is ok for me:
* more const is never wrong
* Did not grasp that string thing, though.
Will compile and testplay this now, perhaps fo my next youtube video?
Diff comments:
>
> === modified file 'src/logic/player.cc'
> --- src/logic/player.cc 2018-07-12 04:41:20 +
> +++ src/logi
Review: Approve reiew, compile testplay.
Playtestet this now this now for perhpas an hour:
* Saving is noticable faster!
* Found String like: 0^@gold_ore^@^@^@^@^@0|0|0|0|0|0|0 ...
empire_bread^@^@^@^@^@... |1|1|1|2|2|2|1|1|1|1|1|0|1|1|0|1|2|0|2|0
Gun: is OK for me, you may want to care for so
Review: Needs Information
Playing in an AI slot gave me mixed results:
* One one slot the ware statistics wherer complete.
* with the next slot the statistics just started again after the save.
I assume the AI does neither need nor rely on these statistics?
If this is intenden we should at lest
If I get this correct this should only affect the editor?
and there only the info tool.
you added some new file graphic/text_layout.h and .cc
with a lot of formatting tweaks, looks like this diff does
not fully show these new files?
Please add some more comment, even though that code is quite
cl
Review: Approve review, compile, test
Clicked around a bit with the Editor Info-Tool, all fine for me
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Can you give use some examples (screenshots?) what this looks like?
Do you have some save file with a lot of buildings so we can check this?
I asume testing this needs zoomin in and out followed by a ctrl-0
to com back no nominal zoom value?
Tried to review that code but I have no real idea what
OK, reading the original Bug helped, is about the (empty) buldig plots.
I played this branch for a while now, did not notice anything special on OS-X.
Wil, bow check the other Icons, to and then continue testing on windows.
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Review: Approve compiele, test (osx,win10)
Played this on Wind 10 now for while I see no difference
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Klaus Halfmann has proposed merging
lp:~widelands-dev/widelands/bug-1782377-compiler-error into lp:widelands.
Commit message:
Fix for Bug#1782377
Requested reviews:
GunChleoc (gunchleoc)
Related bugs:
Bug #1782377 in widelands: "Compile error in bzr8754[trunk] save_handler.cc
o
I did a quick test, saving is still OK.
That stats[ware_index] is actually an invariant and could be removed, too. Next
time :-)
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Check this out now and will check the imgaes for obvious things.
Checked the lua changes, only hotspots, channges in animations.
You even added different animations for gold an iron!
Thanks for your work!
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Your
Checked all of the buildings found no obvious problems,
there actually some more variations, will try to do some testgame today then.
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Review: Approve review, compile, test
Did a little testplay (and got confused by the Frisian economy once again).
But the building are all fine with me. I will keep this open
for other comments and tests for another week but the will trigger a merge.
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Yep I composed that song,
you can find it here as sheet music:
https://musescore.com/user/18659851/scores/515845
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Review: Needs Fixing review, compile
Going to compile and tesplay this now ...
For the Review I find:
* Renamed: show_work_area -> show_workarea, Same for hide_work_area ->
hide_workarea
* Option show_workarea_preview_ / "Show buildings area preview" removed
* "workareapreview" not checked any l
Automatic builds are OK, I do not expect problems with local builds,
will do some testplay (OS-X only) to check for unexpected optical effects or
worse.
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Review: Needs Fixing testplay, crash
Opps, I got some nasty crash here (Playing Frisians on checkmate)
ERROR: AddressSanitizer: heap-use-after-free on address 0x6130010ce6e1 at pc
0x00010c887b02 bp 0x7ffee7d7d2f0 sp 0x7ffee7d7ca90
WRITE of size 14 at 0x6130010ce6e1 thread T0
#0 0x10c887b01 i
Some notes:
* logs show:
[] Section [global], key 'workareapreview' not used (did you spell the name
correctly?)
This is actually expected. But will only affect existing games.
* I am actually used to see the workarea when opening the building window,
the extra click now kind of annoys me. e.g.
Now Internetgaming fails me with
InternetGaming: logout(Something went wrong: Syntax error at 1:385: expected an
allowed tag, got '/p'. String continues with: '
Welcome on the Widelands Metase')
libc++abi.dylib: terminating with uncaught exception of type
RT::SyntaxErrorImpl: Syntax error at 1:3
Review: Needs Fixing
I will try to merge trunk, which contains a workaroud for #1784200.
Until then I wont be able to debug this any further :\
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reproducing was (to) easy, just clik on the workarea button and right click
immideatley after that.
Problem is that ~BuildingWindow() calls hide_workarea(); calling
configure_workarea_button()
whhich tries to change the tooltip of the already deleted button.
I can provide a quick fix which woul
Review: Resubmit
I assume this bug was there since perhaps R18 but can only be found with ASAN.
Now I need someone else for the review.
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I still have no idea what is_warping_ actually means :-).
It was my best idea to leave the original code there while fixing the bug.
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Klaus Halfmann has proposed merging lp:~widelands-dev/widelands/odd_locale_fix
into lp:widelands.
Commit message:
Fix udefined / unexpected bahviour in case LANG enviromane is empty.
Requested reviews:
Widelands Developers (widelands-dev)
For more details, see:
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The proposal to merge lp:~widelands-dev/widelands/odd_locale_fix into
lp:widelands has been updated.
Commit message changed to:
Fix undefined / unexpected behaviour in case LANG environment is empty.
For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/odd_locale_fix/+merg
Mhh, travis had no sucess with any instalaltions, but did not actually compile
anything on linux.
Gun: can this go in anyway or shall we resubmit this?
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Toni, you re doing a great job!
Just give me some time to catch up with your speed :-)
You may contact me via PM or such, so we can align on our skills.
Ill try to review this this week but will not promise anything ...
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Mmh, this does not contain the ASAN Flags as we have them in compile.sh,
this would make sense for a debug build (yes, it _is_ slower :-)
OTOH wee need this just for the release in then End, I would guess.
I use macports so lets try this now
wlbuild klaus$ ./build_app.sh clang debug ../maco
I rember that SirVer used brew as well for R19 and I used macports
and we had some significat differences in the end, was much bigger, or such.
SirVer, Gun: do we have that Ticket still in some Archive?
Once we target R20 we should use all variants and use the smalles/fastest on.
Lets see.
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@Toni
We already have a description to build developer verions using macports:
https://wl.widelands.org/wiki/Download/
And some dsicussion around this as well:
https://wl.widelands.org/forum/topic/2627/
And the corresponding Portfile, which includes some packagnh, too:
https://github.com/kencu
Review: Approve dowload,short testrun
Approve, checked both images, (debug build is 50M,
my develop build is 67M but all libs are staically linked)
I only tried to open a savegame. (which was from some other brach, and failed
to load, well)
travis currebtly has some erro as of a broken test /
Now I am confused. That code should be semantically identical?
As peformance optimizer I see the the extra null-assignement is a waste :-)
Can you add a comment what compiler/enviroment causes this problem?
I tested this in bzr8791[trunk] and it was ok for me.
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Review: Needs Fixing
Checked out and compiled the branch, reproduced the bug on trunk.
(SEGV on unknown address 0x00f0 ...)
This version loads the map without any hazzles.
* Bug: when creating a new Random Map (after loading one)
the number of players is stuck at 2
and cannot be inc
Review: Approve compile, review, test,
Works for me,
I cannot judge mutch abouthe the code.
ypopezios: you are correct, but lets get rid of the bug first
and do the improvement in some second step.
Gun: will we need a resubmit before wer can merge this?
@bonnybot merge
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Review: Approve code review
Code looks ok and will not afect normal builds in any way.
Go for it. I cannot use this anyway as I use Macports.
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Checked that code, I do not _really_ know what you where doing here but its
looks reasonable.
One remark inline, I think we should change this.
I will test this assuming that I notice almost no differecne except that no
text is hidden.
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Review: Needs Fixing review, compile, testplay
played this for a while found not noticable difference.
Still we should fix the pass by reference for the enum,
Ill do so next time I get access to this computer.
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Review: Approve compile, review, testplay
Now ok for me, will still do some testplaye, feel free to merge.
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Review: Approve
One trasient failure on travis: Failed to connect to apt.llvm.org port 80:
Connection timed out
@bunnybot merge force
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Looks like Its time to switch on the debugger.
Will compile this and think about all kind of nasty ways to break this :-)
Could we inform the player if this finally failes?
Code LGTM.
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Review: Approve review, compile, debug
Tested this on OSX, but found the original Problem was on Windows.
The code works as expected but I did not trigger the original Problem.
e.g. when I make the complete save dir unreadable the save completly
fails, well.
OSX and *nixes behave differnt compar
Review: Approve testplay on windows
OK, tested along the original Bug, works as desigend.
@bunnybot merge
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Mhh, why can you remove that code and fix it via that other code?
I must take a complete look at this logic.
I will not try to use this replay, but try to reproduce it,
which will become quite tricky.
Any tips how I can provoke this fast and easy?
One nit inline.
Diff comments:
> === modified
Mhh, don understand that (single) failure on travis:
CMake Error at
/usr/local/cmake-3.9.2/share/cmake-3.9/Modules/CMakeDetermineCCompiler.cmake:48
(message):
Could not find compiler set in environment variable CC:
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OK cleanup_playerimmovables_area was duplicate code and moved to
do_conquer_area().
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OK after cleaning my confusion about the two builds I will try a 2xWIN/ 2xOSX
Smugglers game.
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When trying to Debug WIndows I gita Problem with system.out, as described in:
#1398536
I will try to debug this anyway
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OK after cleaning my confusion about the two builds I will try a 2xWIN/ 2xOSX
Smugglers game.
... some hours later ...
Did so and it was quite ok until I ran into #1794965 I think this is unrelated.
But I may not be
able to continue testing. I will try other variants, later
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Played this on OSX/localhost only, stating on the last save, no Issues.
Gun: perhpas we need som real world unreliable network to do more test?
I will try to come online this weekend perhpas we can do some smuggling?
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Review: Approve compile, review, testplay (osx, win10, linux)
Played this with kapputnik yesterday for about an hour or such.
We both finally got the Idea about the Map and how smuggling works :-)
We had no desnycs whatsover so this can go in.
Gun: Do you want to open Smugglers for all tribes in
Gun/Benedikt we are actually at feature freeze and this _is_ a new feature.
I have no idea about the risks involved and the testing needed for this.
So I propose defering this to R21. What do you think?
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Klaus Halfmann has proposed merging
lp:~widelands-dev/widelands/bug_1794339_center_wo_parent into lp:widelands.
Commit message:
Avoid null access in Window::center_to_parent()
Requested reviews:
Widelands Developers (widelands-dev)
Related bugs:
Bug #1794339 in widelands: "segfault jo
In my case the root cause was a savegame incompatibilty.
void GameClient::disconnect in network/gameclient.cc creates the messagebox as:
UI::WLMessageBox mmb(d->modal,
d is a GameClientImpl* and modal is explicily set as nullpointer in the CTor.
modal is always set to the currently show win
Thanks for fixing this one, syntax and usage of templates in C++ still give me
a headache.
I will try to review it,but I am running out of time for this weekend.
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This works for me, I dont think it will break anything, well.
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Status: Needs review => Superseded
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Klaus Halfmann has proposed merging
lp:~widelands-dev/widelands/bug_1794339_center_wo_parent into lp:widelands.
Commit message:
Avoid null access in Window::center_to_parent(), keep parent window in
GameClient::run()
Requested reviews:
Widelands Developers (widelands-dev)
Related bugs
I still get these:
.../src/logic/map_objects/tribes/ship.cc:705:3: warning: fallthrough annotation
in
unreachable code [-Wimplicit-fallthrough]
FALLS_THROUGH;
../src/ui_basic/fileview_panel.h:50:23: warning: non-static data member
'style_' of
'FileViewPanel' shadows
Review: Approve review, compile
No real changes, so I wont do any further tests.
@bunnybot merge
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Review: Approve review
OK this just makes the compiler happy, will compile this
after merging with bug-1699852-compiler-warning. WHich should actually get rid
of all warnings (Wow!).
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Review: Approve review, compile, testcases
OK, only one warning left.
src/graphic/image_io.cc:99:6: warning: disabled expansion of recursive macro
[-Wdisabled-macro-expansion]
if (setjmp(png_jmpbuf(png_ptr))) { // NOLINT
I see no sematic changes.
Ran 42 tests in 1196.210s
all fine.
Oops, I pushed to :parent, which was my local trunk.
Now I see that I used tabs instead of spaces, uhm.
Can earliest fix this tomorrow, perhpas.
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Ok made this an assert
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The proposal to merge lp:~widelands-dev/widelands/bug_1794339_center_wo_parent
into lp:widelands has been updated.
Commit message changed to:
Assert null access in Window::center_to_parent(), keep parent window in
GameClient::run()
For more details, see:
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The proposal to merge lp:~widelands-dev/widelands/bug_1794339_center_wo_parent
into lp:widelands has been updated.
Description changed to:
Assert that Window has a parent instead of crashing.
Keep d->modal as parent window in GameClient::run() and set to nullptr as late
as possible. This shoul
Review: Approve compile, review, test
Reproduced it on trunk, found it fixed here.
Looks like these monster switches in gameclient.cc deserve a refactoring :-)
One Comment inline.
All fine for me.
@bunnybot merge
Diff comments:
> === modified file 'src/network/gameclient.cc'
> --- src/networ
Looks like my youtube video reminded you of something ;-)
Will check this now.
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Review: Approve
OK, the portraits work as designed.
But as we already have a real Islnad could we have some +/- real Perons
portrait, too?
Like https://de.wikipedia.org/wiki/Aldgisl
Or from here: https://www.youtube.com/watch?v=cVZjSD6_WIQ
Or from some local Museum?
Fell free to merge, thou
Uhhm, is there a way to debug lua inside widelands?
Checking that code just by reading is a pain.
I will play some games with territoral time lord, will this be enough?
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Review: Approve review, compile, debug, test
Complied this and did a "poor mans coverage" in the debugger.
I was able to hit about 50% of the changed code.
Hitting the rest would need tweaking of the metaserver or such.
But this is all reasonable for me.
@bunnybot mergre
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Had to manully inject code from number_of_cpus branch.
code is straight foreward.
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Review: Approve compile.ch / 2 x update.sh
Works as desigends, lets have it.
@bunnybot merge
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Hello artydent,
I checked out this code an attached a debugger,
I will try to gain some coverage an this way understand it.
Gun: shall this become part of R20 or is this is "only" an improvemnet?
Artydent: Im am using OSX, anything special that I should look for?
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Review: Approve compile, test, debug
OK, I did some tests with normal saves and some ways to break it.
Experience tells me that Windows is more picky about such errors
(as it locks open files). I was unable to reproduce all the errors.
But anway, basic Saving is ok and nothing is broken.
The code
Hmm I don get these travis Errors,
one looks like a timeout, next one hapens only att a pecific compile?
/home/travis/build/widelands/widelands/doc/sphinx/source/autogen_ai_hints.rst:117:
Definition list ends without a blank line; unexpected unindent.
Will try to test this anyway
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Uhm, the savegame fails me:
Assertion failed: (result >= 0), function operator~, file
../src/logic/map_objects/draw_text.h, line 38.
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Review: Needs Fixing testplay
Oops was killed with:
Assertion failed: (result >= 0), function operator~, file
../src/logic/map_objects/draw_text.h, line 38.
will ty to reproduce this in a debugger.
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I attached a Debuugger and starte to play my latest youtube Video:
https://www.magentacloud.de/share/tu4ayusx.k
Fie_: FRI01_H50_End.wgf
The asser ht me amost immediatedly when Itried to open the Map.
The TextToDraw Enum was 3 which is out of range, hence the assert.
Gu
Oops, Benedikt is playing in Frisian/Platdütsch that complicates the Issue :-)
I pulled the branch again and will try tommorow, hopefully merging trunk fixed
the Assertion.
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A Debug builds now shows this, too:
https://travis-ci.org/widelands/widelands/jobs/475766582
widelands:
/home/travis/build/widelands/widelands/src/logic/map_objects/draw_text.h:38:
TextToDraw operator~(TextToDraw): Assertion `result >= 0' failed.
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Review: Approve review
That code looks perfectly clear and should fix the bug.
Nonetheless I will try to reproduce it in the next days.
So this requires a Network game with at least two Humans and one AI player.
Anyone else with that branch on Disk?
Travis has only problems on OSX with homebrew,
Review: Approve compile test
Tested this now, Notabilis hint was 100% correct, I got a desync right at the
start.
This can go in.
@bunnybot merge
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l
as travis had only unrelated Issues with OSX / homebrew:
@bunnybot merge force
kapputnik: that savegame from #1800366 shoud be to old,
but it smells just like thes situation I had.
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