--- Log opened Thu May 12 00:00:46 2011
--- Day changed Thu May 12 2011
20110512 00:00:46< anonymissimus> hm fendrin there are mroe important attributes that require the same, advances_to for example
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20110512 00:03:07< anonymissimus> so for your tags I just suggest you call a unit's __cfg field, then modify the recruit_list attribute via string.gmatch, and then put the unit
20110512 00:03:28< anonymissimus> look at e.g. remove_unit_overlay's code for an example
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20110512 00:08:54< anonymissimus> as for the name, maybe "extra_specific_recruit"
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20110512 00:24:19< fendrin> extra_recruit is fine if the additive character stays. Otherwise specific_recruit would be better.
20110512 00:27:32< fendrin> anonymissimus: So you suggest to go without a special accessor or did I understand wrong?
20110512 00:27:47< anonymissimus> for now, yes
20110512 00:27:59< anonymissimus> you see that silene did also go without
20110512 00:28:19< anonymissimus> that means I'd have a very hard time figuring it out
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20110512 01:32:09-!- wesbot changed the topic of #wesnoth-dev to: 1.8.6 planned for "really, really soon"; string freeze for branches/1.8 | 210 bugs, 315 feature requests, 24 patches | logs: http://irclogs.wesnoth.org | Don't paste on IRC! Use a pastebin: http://pastebin.com | http://imagebin.org
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20110512 02:49:02< shadowmaster> Ivanovic: so, what's the plan now that CIA is gone for good? ;)
20110512 02:49:05< shadowmaster> http://scanlime.org/2011/05/cia-vc-service-is-down-indefinitely/
20110512 02:53:25< zaroth> Crab_, fendrin, boucman: http://pastebin.com/rJ83TbcN - please comment on this changes, since it's architectural issue, I'd very much like to hear comments of long-term contributors to the project about this
20110512 02:53:55< zaroth> anyone else knowledgable with the game.cpp: ^
20110512 02:54:00< zaroth> YogiHH:^
20110512 02:54:14< zaroth> shadowmaster: well, it's the first day since it's down
20110512 02:54:22< zaroth> maybe someone will take over ;-)
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20110512 03:07:15< zaroth> wesbot: seen YogiHH
20110512 03:07:15< wesbot> zaroth: The person with the nick YogiHH last spoke 27d 3h ago. 27d 3h ago they left with the message: Quit: ChatZilla 0.9.86.1 [Firefox 3.6.16/20110319135224]
20110512 03:30:28< shadowmaster> it sounds like the Atheme team is taking over CIA
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20110512 06:06:07< cjhopman> So anyone know what's the deal with Kyle's "official" Android port?
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20110512 07:32:09-!- wesbot changed the topic of #wesnoth-dev to: 1.8.6 planned for "really, really soon"; string freeze for branches/1.8 | 211 bugs, 315 feature requests, 24 patches | logs: http://irclogs.wesnoth.org | Don't paste on IRC! Use a pastebin: http://pastebin.com | http://imagebin.org
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20110512 10:14:31< Ivanovic> moin
20110512 10:14:39< Ivanovic> shadowmaster: no plan
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20110512 10:48:02< shadowmaster> Ivanovic: nenolod said it should be back in about two more days
20110512 10:48:55< Ivanovic> cool
20110512 10:49:24< Ivanovic> if not, maybe it would be possible to add support for the commit reporting in wesbot or lobby?
20110512 10:49:55< Ivanovic> shadowmaster: so how do you feel about releasing 1.8.6 now, do you think something is still missing?
20110512 10:50:27< shadowmaster> I haven't really been able to test the chat log dialog under the multipage configuration, mainly because I don't have any replays with that much talk
20110512 10:51:24< shadowmaster> besides that, it seems to work fine now
20110512 10:53:00< Ivanovic> want my help to create some freaking amounts of chatlog?
20110512 10:53:10< zaroth> shadowmaster: try any TGT games
20110512 10:53:15< Ivanovic> hey, just writing some 500 lines of nonsense should be no problem, right?
20110512 10:53:23< Ivanovic> ahh, yeah, the tournament from febuary
20110512 10:53:29< zaroth> the ones from half-finals have a lot of commentary
20110512 10:53:32< Ivanovic> there was a lot of chatting in there
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20110512 10:59:17< shadowmaster> it's very slow at switching pages due to their sheer size
20110512 10:59:47< shadowmaster> then again that's kind of unavoidable at this point
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20110512 11:06:18< shadowmaster> I tried adding a busy mouse cursor setter at the refresh points to avoid making wesnoth look hung up, but unfortunately it's not the log generation that takes so long, but something at a lower level, probably in the widget render code.
20110512 11:07:02< shadowmaster> so it'll have to stay like that.
20110512 11:08:33< shadowmaster> bah, one seldom sees game with this much talk anyway.
20110512 11:08:37< shadowmaster> *games
20110512 11:08:50< shadowmaster> Ivanovic: so yeah, I think it's ready now.
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20110512 11:09:58< Ivanovic> shadowmaster: great!
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20110512 12:03:38< fendrin> I don't understand the lua code.
20110512 12:03:56< Ivanovic> AI0867, esr, fendrin, gabba, happygrue, loonycyborg, shadowm_laptop, Soliton, everyone else who cares: ready for 1.8.6?
20110512 12:03:59< Ivanovic> anything else missing?
20110512 12:04:02< Ivanovic> and blockers?
20110512 12:04:06< Ivanovic> and bugs you want to fix before?
20110512 12:04:47< fendrin> Ivanovic: No, go ahead.
20110512 12:05:51< fendrin> Ivanovic: Isn't there a feature to highlight a line for every memeber of a channel?
20110512 12:08:48< shadowm_laptop> There's no such a feature, and not all of the people in here are developers anyway.
20110512 12:09:21< shadowm_laptop> Ivanovic: I'm ready and afk
20110512 12:09:53< Ivanovic> fendrin: i don't *want* to hilight every member of the chan
20110512 12:23:17< loonycyborg> fendrin: There is such feature on #wolfgame-staging . Most people hate it :P
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20110512 12:30:36-!- Ivanovic changed the topic of #wesnoth-dev to: releasing 1.8.6, using r49486 | 211 bugs, 315 feature requests, 24 patches | logs: http://irclogs.wesnoth.org | Don't paste on IRC! Use a pastebin: http://pastebin.com | http://imagebin.org
20110512 12:31:22< Rhonda> huhm. Now I'm uncertain if I pushed all changes …
20110512 12:36:22< Ivanovic> wtf?!?
20110512 12:36:28< Ivanovic> the xdelta has 79MB?!?
20110512 12:40:07< Ivanovic> argh, okay, my bad, used my trunk checkout...
20110512 12:41:07< Rhonda> HA HA!
20110512 12:41:51< Ivanovic> okay, better, below 3MB
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20110512 13:32:09-!- wesbot changed the topic of #wesnoth-dev to: releasing 1.8.6, using r49486 | 210 bugs, 315 feature requests, 24 patches | logs: http://irclogs.wesnoth.org | Don't paste on IRC! Use a pastebin: http://pastebin.com | http://imagebin.org
20110512 13:43:57-!- Ivanovic changed the topic of #wesnoth-dev to: released 1.8.6, announcing "soon" | 210 bugs, 315 feature requests, 24 patches | logs: http://irclogs.wesnoth.org | Don't paste on IRC! Use a pastebin: http://pastebin.com | http://imagebin.org
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20110512 14:58:27< happygrue> Ivanovic: sure
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20110512 17:30:16< loonycyborg> Ivanovic: 1.8.6 windows installer is uploaded.
20110512 17:31:28< Ivanovic> loonycyborg: have you also changed the default download for windows?
20110512 17:32:29< loonycyborg> Was about to.
20110512 17:34:09< Ivanovic> great
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20110512 18:04:41< fendrin> zaroth: hi
20110512 18:05:13< zaroth> hello fendrin
20110512 18:05:47< zaroth> did you read my question in pastebin ?
20110512 18:09:53< fendrin> zaroth: Yes, I did.
20110512 18:12:45< fendrin> zaroth: But I don't know about your current plan. If you move all into multiplayer_create, what about single player campaigns?
20110512 18:13:19-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy]
20110512 18:14:04< zaroth> well, if the decision is made to move everything to mp_create, there certainly has to be some kind of solution for the transitional period
20110512 18:14:14< zaroth> unless I am to be working in a separate branch
20110512 18:14:37< zaroth> for example, for the time being I could have a pointer to game.cpp
20110512 18:15:00< zaroth> but this is exactly the thing I want to discuss with people knowledgeable with these parts
20110512 18:15:20< fendrin> zaroth: It would be nice to have a different branch. I would like to adjust LoW to your work as soon as possible.
20110512 18:15:27< zaroth> last days I did a lot of reading and understanding these parts of engine, but still opinion from you is invaluable
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20110512 18:16:54< fendrin> zaroth: If you go for a branch please do 1. first if it is not much work.
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20110512 18:32:04< loonycyborg> A CIA bot has just joined on #wesnoth-umc-dev. I wonder how soon there will be one here too..
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20110512 19:00:01< CIA-94> anonymissimus * r49492 /trunk/ (changelog src/game_events.cpp): added [event][filter_side] support
20110512 19:00:01< CIA-94> anonymissimus * r49491 /trunk/src/game_events.cpp: made deprecation messages nicer
20110512 19:00:02< CIA-94> anonymissimus * r49490 /trunk/changelog: changelog entry r49480
20110512 19:00:14< CIA-94> ivanovic * r49489 /branches/1.8/ (changelog configure.ac players_changelog src/wesconfig.h): post release version bump to 1.8.6+svn
20110512 19:00:14< CIA-94> ivanovic * r49488 /tags/1.8.6/: tagged 1.8.6 (using r49486)
20110512 19:00:15< CIA-94> fendrin * r49487 /trunk/data/tools/emacs_mode/wesnoth-wml-data.el: Updated the emacs-mode's database.
20110512 19:00:16< CIA-94> ivanovic * r49486 /branches/1.8/ (changelog configure.ac players_changelog src/wesconfig.h): version bump to 1.8.6
20110512 19:00:20< CIA-94> ivanovic * r49485 /branches/1.8/ (137 files in 28 dirs):
20110512 19:00:20< CIA-94> pot-update (preparing for 1.8.6, no new/changed strings, reference update only)
20110512 19:00:20< CIA-94> regenerated doc files
20110512 19:00:30< CIA-94> ivanovic * r49484 /branches/1.8/data/gui/default/window/chat_log.cfg: remove translation marker from empty string
20110512 19:00:42< CIA-94> ivanovic * r49483 /branches/1.8/po/wesnoth-manual/sk.po: updated Slovak translation
20110512 19:01:11< CIA-94> esr * r49482 /trunk/data/core/encyclopedia/drakes.cfg: Address bug #18128: Missing single quote in drake.cfg in encyclopedia.
20110512 19:01:11< zaroth> yay, CIA is back
20110512 19:01:20< zaroth> CIA-94: welcome :D
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20110512 19:04:28< Crendgrim> :/
20110512 19:04:42< Crendgrim> somehow I didn't expect that.
20110512 19:15:55< crimson_penguin> it'll be back
20110512 19:17:06-!- vultraz [~chatzilla@124.109.10.222] has quit [Ping timeout: 240 seconds]
20110512 19:24:01< timotei> lol
20110512 19:25:55< timotei> fendrin: hi there!
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20110512 19:29:06< fendrin> hi timotei
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20110512 19:32:52< fendrin> anonymissimus: Did you wrote those disallow_recruit lua tags?
20110512 19:33:08< anonymissimus> fendrin: yes
20110512 19:33:25< fendrin> anonymissimus: Why did you not wrote the allow_recruit?
20110512 19:33:31< anonymissimus> almost; silene did originally
20110512 19:34:00< anonymissimus> allow_recruit contains a function call to insert known units inot the help
20110512 19:34:09< fendrin> ah yes
20110512 19:34:10< anonymissimus> thats the reason I guess
20110512 19:36:19< fendrin> I have a working allow_recruit
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20110512 19:37:29< timotei> fendrin: sorry, internet broke xD
20110512 19:37:55< timotei> fendrin: I wanted to ask. Do you think it would be better to maintain a windows-way of building the script? or just the makefile is fine?
20110512 19:38:29< fendrin> timotei: I think everything is going on at the wesnoth server, isn't it?
20110512 19:38:33< timotei> fendrin: I am a bit selfish here, since I already have some linux utilities hooked in my system so that's possible
20110512 19:39:01< fendrin> Do you want to make a windows build?
20110512 19:39:16< timotei> I can use the makefile from windows too ;)
20110512 19:39:19< timotei> so no problem for me
20110512 19:39:42< timotei> It was rather just a question of taste, whether to maintain a windows building script along with the makefile
20110512 19:39:55< fendrin> hmmm
20110512 19:39:59< timotei> fendrin: but I think the "stable" releases will be built by hand
20110512 19:40:07< timotei> while the nightlies will be automated
20110512 19:40:59< timotei> and that rose a lil' problem: I don't know if we should have nightlies, but rather have the whole script (from start to end) setup to build current version
20110512 19:41:50< timotei> so for example, releasing a minor version 1.0.x or so, each week/2 weeks would be fine
20110512 19:41:59< timotei> rather than complicate the wesnoth server with having to build
20110512 19:42:02< timotei> :-S
20110512 19:42:35< fendrin> Can you add it to the scons system?
20110512 19:42:56< timotei> fendrin: I'll take a look in it
20110512 19:43:00< fendrin> scons eclipse_plugin?
20110512 19:43:08< timotei> fendrin: as soon as I polish the paths
20110512 19:43:09< timotei> xd
20110512 19:43:09< fendrin> and cmake
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20110512 19:43:23< timotei> atm I use hardcoded ones, but I'm rewriting parts to get them dynamic
20110512 19:43:27< timotei> cmake certainly
20110512 19:43:33< timotei> but I'll look into scons aswell :)
20110512 19:47:44< timotei> fendrin: also, there is another opinion I want to hear. to build the plugin, we need eclipse + delta pack.
20110512 19:47:48< timotei> there are 2 ways of getting that.
20110512 19:48:07< timotei> 1) uploading a clean, currently used by me archive with all that setup (all required plugin dependencies)
20110512 19:48:23< timotei> 2) use a little program like wget to download all required libraries
20110512 19:48:55< timotei> the first would have the advantage of having the same "building" codebase and faster to setup
20110512 19:49:57< fendrin> I think you should do the same what scons/cmake/whatever does when it discovers an unmet dependency. Complain and stop the building process.
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20110512 20:18:00< mordante> servus
20110512 20:18:07< grzywacz> hi monochromatic
20110512 20:18:10< grzywacz> erm, mordante
20110512 20:18:14< mordante> Rhonda, thanks for testing, will look at a better fix a bit longer
20110512 20:18:16< mordante> hi grzywacz
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20110512 20:48:29< mordante> hi Sytyi
20110512 20:48:55< mordante> Sytyi, regarding your question I don't think it's needed, there is already caching of the config files
20110512 20:49:39< Sytyi> mordante: hi
20110512 20:49:40< mordante> Sytyi, so if we validate before caching all will be fine, not sure whether it's possible/easy to do however
20110512 20:49:56< mordante> Sytyi, but I prefer to get things working first before optimizing
20110512 20:51:14< Sytyi> mordante: ok
20110512 20:53:34< Sytyi> mordante: Just thought about that point of view.
20110512 20:54:39< mordante> Sytyi, ok
20110512 20:55:01< mordante> Sytyi, how are things going? Still busy at the university?
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20110512 20:56:49< Sytyi> mordante: Unfortunately, yes. But things are going better, I've did half of the work.
20110512 20:57:02< mordante> good :-)
20110512 20:57:19< Sytyi> mordante: Today spend a lot of time in clinic, read near 10 topics of FAQ
20110512 20:57:43< mordante> nice
20110512 20:57:59< Sytyi> mordante: and I try to read one topic every night.
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20110512 21:03:30< mordante> ok nice
20110512 21:11:12< mordante> I'm off bye
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20110512 22:05:41< zaroth> could anybody help track me the place in code where visibility of options in right-click menus is defined?
20110512 22:06:23< fendrin> zaroth: this is a controller issue.
20110512 22:06:23< zaroth> for example, such as "recruit" is shown only on castle hexes and on player's turn or "change side" is only in debug mode
20110512 22:06:35< fendrin> zaroth: game_controller
20110512 22:06:55< fendrin> the editor does handle such things in editor_controller for example.
20110512 22:07:05< zaroth> yes, I tracked down all the recruit() and change_side() functions in playsingle_controller::
20110512 22:07:23< zaroth> but I can't track down the place where they are actually used...
20110512 22:07:38< zaroth> (i.e. binded and displayed)
20110512 22:07:42< fendrin> hotkeys
20110512 22:08:09< fendrin> the hotkeys system defines them
20110512 22:08:18< fendrin> and the controller handles them
20110512 22:09:17< anonymissimus> zaroth: change the define in your test campaign please
20110512 22:09:24< anonymissimus> its way too generic
20110512 22:09:39< anonymissimus> just got a comflict with an own test campaign
20110512 22:09:54< fendrin> zaroth: can_execute_command
20110512 22:09:59< zaroth> ok, how about CAMPAIGN_TEST_NEW_SYNTAX?
20110512 22:10:22< anonymissimus> ok
20110512 22:10:33< zaroth> fendrin: splendid, thanks :-)
20110512 22:11:04< anonymissimus> and your units folder is missing btw
20110512 22:11:05< fendrin> anonymissimus: can you review a lua patch, please?
20110512 22:11:12< anonymissimus> y
20110512 22:12:16< anonymissimus> is it for core ?
20110512 22:12:24< fendrin> anonymissimus: yes
20110512 22:12:47< zaroth> fendrin: since you're at it, could you tell me what's browse_ ? (I can imagine what's linger_, but I don't know what browse_ is for)
20110512 22:13:41< anonymissimus> linger is whether the screen is greyed out and the possibility to save (in campaign [endlevel] tags)
20110512 22:13:45< fendrin> zaroth: in which file?
20110512 22:14:24< zaroth> I hoped that maybe browse_ will click like "oh, browse mode! that's (..)" ;-)
20110512 22:14:31< zaroth> it's a private variable of playsingle_controller
20110512 22:15:01< fendrin> Sorry, no. I had never had a fight with the playsingle_controller.
20110512 22:15:19< zaroth> alright, I'll find out myself then ;-)
20110512 22:15:42< zaroth> (and it's actually inherited from controller_base)
20110512 22:19:17< zaroth> some class variables could really use doxygen comments
20110512 22:19:40< fendrin> Indeed.
20110512 22:19:52< fendrin> The whole code of wesnoth could be documented better.
20110512 22:20:01< zaroth> I'll start saving the world by commenting browse_ (the "browse" mode is whenever it isn't our turn)
20110512 22:20:06< zaroth> and friends ;-)
20110512 22:20:48< zaroth> well, I especially love doxygen comments since they show in a little popup when I hover over a variable in kdevelop
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20110512 22:27:44< fendrin> anonymissimus: http://pastebin.com/q33zmAYU
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20110512 22:37:54< anonymissimus> fendrin: where did you add unit_recruti as a proxy table to lua units ?
20110512 22:38:16< anonymissimus> does that even work ? it can't based on my visual inspection
20110512 22:38:39< anonymissimus> you need to call __cfg, modify the attribute, and then put the unit
20110512 22:39:35< anonymissimus> also, is there a way to check the passed type string whether it's known to engine before passing it further ?
20110512 22:39:43< anonymissimus> that'd be nice
20110512 22:40:02< anonymissimus> and if it's unknown call luaL_argerror (or so)
20110512 22:40:11< fendrin> anonymissimus: I did not add unit_recruit as a proxy table to lua units.
20110512 22:41:01< fendrin> anonymissimus: I know that the allow_recruit lua works.
20110512 22:41:24< anonymissimus> also, are such tags really needed ? you can specify it by [unit]unit_recruit, and change via store_unit, variable setting, unstoring
20110512 22:42:24< fendrin> Yes, I know.
20110512 22:42:59< fendrin> Thought that similar syntax to the existing recruit wml would make things easier for the coder.
20110512 22:43:51< fendrin> And it's not that easy to do. You need to read the current value and add something to it. That is a pain in the ass with wml.
20110512 22:45:12< fendrin> anonymissimus: Can you point me to the line of code where proxy tables are defined for the units?
20110512 22:45:22< anonymissimus> yes thats right, string manipulation is ugly
20110512 22:45:36< anonymissimus> I dont know how to do that
20110512 22:46:02< anonymissimus> what you need is not a single field, but an array
20110512 22:46:11< anonymissimus> silene never did that so I dont know
20110512 22:47:11< anonymissimus> for every unit to modify, do unit = unit.__cfg at the start of the loop
20110512 22:47:29< anonymissimus> then modify, and do put_unit(unit) at the end, that'll do it
20110512 22:48:35< anonymissimus> also, we did agree on extra_recruit didnt we, so change the names
20110512 22:49:38< anonymissimus> oh and you need to check whether the unit has canrecruit=yes probably
20110512 22:50:35< fendrin> I thought about the canrecruit check.
20110512 22:50:44< fendrin> But I don't think that is necessary.
20110512 22:51:06< fendrin> The unit is still not able to recruit until it is set.
20110512 22:51:18< fendrin> So you can set recruit lists to units.
20110512 22:51:35< fendrin> And turn their ability to recruit on and off by the switch.
20110512 22:51:42< fendrin> I think that is a good thing.
20110512 22:54:06< Gambit> anonymissimus: even if the lists were an array the [allow_recruit] family of tags should be kept
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20110512 22:54:21< Gambit> They are more elegant (and faster) than looping through that array and doing operations in that way.
20110512 22:55:13< anonymissimus> fendrin: ok, so all units have an extra_recruit attribute then, and it's "" by default ? fine with me
20110512 22:55:34< anonymissimus> Gambit: you mis the point i think
20110512 22:55:47< anonymissimus> it's not about modifying the existing tags here
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20110512 22:56:43< Gambit> Okay.
20110512 22:56:47< Gambit> I guess I misread.
20110512 22:57:09< boucman> hey all
20110512 22:57:25< fendrin> hi boucman
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20110512 22:58:34< zaroth> hello boucman
20110512 22:58:43< zaroth> you can ask your questions now :-)
20110512 22:59:20< zaroth> I also would like to know what did you exactly mean by merging inside game.cpp
20110512 23:00:52< boucman> ok, my first question is about your changes
20110512 23:01:26< boucman> why aren't they in game.cpp like the two other loading path, there is probably a goood reason, but I couldn't guess it from your pastebin
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20110512 23:07:59< zaroth> well, mainly because right now multiplayer_create.cpp knows nothing about game.cpp
20110512 23:08:23< zaroth> and I need to load the correct defines after choosing the map in this mp_create dialog
20110512 23:08:33< zaroth> map/campaign
20110512 23:09:09< zaroth> (and all the necessary functions for reloading game config etc. are in game.cpp)
20110512 23:09:31< boucman> ok...
20110512 23:10:27< boucman> but the control is returned to game.cpp (probably to launch_game) after mp_create, isn't it ?
20110512 23:11:11< zaroth> that's a good question, probably not
20110512 23:11:26< zaroth> if it were that simple, I would probably have done it that way, but let me have a look
20110512 23:12:19< zaroth> yeah, I was right
20110512 23:12:27< zaroth> the control is returned to multiplayer.cpp, not game.cpp
20110512 23:13:24< zaroth> multiplayer.cpp:498
20110512 23:13:27< boucman> ok... hmm
20110512 23:13:48< boucman> maybe that's what need to be changed....
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20110512 23:14:35< zaroth> moving enter_create_mode won't be too hard since it's a static function anyway
20110512 23:15:21< zaroth> but again, since it's a static function it won't be able to access state_ in game.cpp, so it has to be changed as well
20110512 23:16:18< boucman> no,my idea was to move the reparsing code to game.cpp, and have mp_create somehow pass its results back to game.cpp instead of multiplayer.cpp
20110512 23:21:09< zaroth> well, the passing would have to jump quite a few layers...
20110512 23:24:34< boucman> mkay
20110512 23:25:36< zaroth> currently it is done that way:
20110512 23:25:43< zaroth> game.cpp:
20110512 23:25:45< zaroth> mp::start_local_game(disp(), game_config(), cntr);
20110512 23:25:54< zaroth> mp::start_client(disp(), game_config(), host);
20110512 23:26:14< zaroth> so it already passes a ready game_config() to the mp functions
20110512 23:26:23< zaroth> assuming that no further global defines will be necessary
20110512 23:27:49< zaroth> and this config is treated as const inside
20110512 23:27:58< boucman> ok, well, this code needs to be reorganized more than what can be done in a little chunk IIUC
20110512 23:28:22< zaroth> that's why I brought this up on the mailing list :-)
20110512 23:28:35< boucman> :)
20110512 23:28:36< grzywacz> ^ +1
20110512 23:28:36< zaroth> once we settle on some proposed architecture changes, I'll post them on ml again
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20110512 23:32:53< zaroth> boucman: so, any further ideas? or are you browsing now?
20110512 23:32:57< zaroth> hello Crab_
20110512 23:33:02< zaroth> do you have some time now?
20110512 23:33:06< boucman> I'm trying to understand the "logical frontier" between game.cpp multiplayer.cpp and mp_create.cpp
20110512 23:33:11< Crab_> hi, zaroth
20110512 23:33:18< Crab_> just a little
20110512 23:33:21< boucman> yes, please, Crab_, any insight would be welcome
20110512 23:33:37< zaroth> Crab_: we're fighting together with boucman with the architecture changes proposal
20110512 23:33:45< boucman> i'm not sure that frontier is very clear, because of the way MP and MP campaigns were organically added later
20110512 23:34:06< zaroth> if you could read my post from mailing list and our discussion from the last hour on irc now
20110512 23:34:18< zaroth> Crab_: and provided some insights, it'd be great :-)
20110512 23:34:24< boucman> mp_create, i understand, the frontier between the two other...
20110512 23:34:28< Crab_> I'll take a look
20110512 23:52:55< boucman> zaroth: here is an idea, as a first step in redesigning...
20110512 23:53:17< boucman> make the game_controller structure public and add it to all the singleton in resource.hpp
20110512 23:53:41< boucman> i'm not sure of the lifecycle of the resource structure so i'll try to check it quickly
20110512 23:54:11< boucman> ... it's a pack of pointers, not a class, so no lifecycle issues (silly me)
20110512 23:54:32< zaroth> boucman: and break encapsulation by calling all of the game.cpp functions in mp_create.cpp?
20110512 23:54:38< zaroth> or in multiplayer.cpp?
20110512 23:54:43< Crab_> boucman: resources are bound to play_controller init methods
20110512 23:54:54< Crab_> boucman: the pointers have to be valid, so they have a lifecycle :)
20110512 23:55:03< Crab_> boucman: i.e. the team vector is recreated each game
20110512 23:55:19< boucman> zaroth: that's not an issue as long as it's a step in a bigger refactoring
20110512 23:55:54< boucman> Crab_: resource is a namespace, so each var can have its own lifecycle (though it's cleaner if they all have the same)
20110512 23:56:09< Crab_> yes
20110512 23:56:16< zaroth> Crab_: I think boucman meant actual existance of resource class (or do singletons live indefinitely?)
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20110512 23:56:28< Crab_> zaroth: yes, in that sense, yes
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20110512 23:56:30< zaroth> boucman: well I thought as much, but just wanted to make sure
20110512 23:58:25< boucman> again, it's not a "good design" but it's a small step in the right direction, i'm not sure what the final design should be though... I think we should try to paralelize more (game.cpp calls connect, get its result back, then calls create, instead of the curent game.cpp calls connect which calls create which starts the game) but it's not a trivial refactoring, so we have to know where we are going
--- Log closed Fri May 13 00:00:19 2011