-----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 Am 15.04.2010 06:39, schrieb David White: > I think that the multiplayer lobby in 1.8 has seen insufficient testing > to be used in a product as mature as Wesnoth. It seems like it's going > to take a while to fix it up and make it production-ready. > > When such a thing happens, my view is that the change should be rolled > back, until the feature is ready, and then it can be re-introduced. As > such, I suggest that we apply the patch silene prepared which rolls the > lobby changes back. Then, after sufficient testing and re-work, the new > lobby can be re-introduced. > > Are there any thoughts, concerns, or objections to this approach?
To be honest I am not sure that this is really possible without adding additional problems. For example the new lobby does support rooms. No idea how the old lobby handles the existence of rooms on the server it joins. Beside this someone reported a bug with the lobby patch and so far we don't know if it does also exist without it. Have a look at [1] for this one. In general if adding back the old lobby, activating it by default and moving the new lobby to a start parameter like --new-lobby or the likes, we should also make sure that this is documented (manpages!) and give translators some days to finish the strings. With the removal of the old lobby some strings were removed from those textdomains, too. So right after adding the old lobby back do not forget to ping me so that I can run a pot-update. In general I promised translators that they always got at least one week between a string change/addition in stable and a release with those strings. So if we e.g. added the old lobby back on Saturday the release of 1.8.1 had to wait till the Saturday a week later. Beside this fixing is problematic without feedback. The sad thing is that on the day we announced 1.8 as "stable" we suddenly got players using it and reports about issues that were completely unreported before, even some "this is not usable this way" reports from some of our multiplayer developers. In general to be able to really fix the bugs and problems in the new lobby we also need some way to check if there are other bugs left. Without players in the lobby this is barely possible. We could also consider if it for example was possible to workaround some of the problems in the new lobby by for example adding some checkbox to only refresh when the refresh button is hit or the likes. In short there are several things to consider with reintroducing the old lobby, here is a short and comprehensive list: * Which new bugs will we add (back?) when doing so? * Translations (got to wait some time after adding the lobby back, can't directly release). * Testing of fixes in the new lobby and the nice "when is it really ready?" question. Users tend to not test the new features until they are there by default and we explicitly state "yeah, it is done". A startup parameter is likely not enough. Cheers, Nils Kneuper aka Ivanovic [1]https://gna.org/bugs/index.php?15836 -----BEGIN PGP SIGNATURE----- Version: GnuPG v2.0.14 (GNU/Linux) iEYEARECAAYFAkvG6rkACgkQfFda9thizwXL3ACfYtCl6+Uycls02nWTmrFL3oBe dOMAnR1y+hzuQO52N/Fb0FZXXgFrCPLQ =QF7m -----END PGP SIGNATURE----- _______________________________________________ Wesnoth-dev mailing list Wesnoth-dev@gna.org https://mail.gna.org/listinfo/wesnoth-dev