--- Log opened Fri Jun 24 00:00:31 2011 20110624 00:04:09-!- anonymissimus [~chatzilla@HSI-KBW-095-208-215-104.hsi5.kabel-badenwuerttemberg.de] has quit [Quit: ChatZilla 0.9.86.1 [Firefox 3.6.13/20101206122310]] 20110624 00:06:40-!- Wurmish [46f6e12e@gateway/web/freenode/ip.70.246.225.46] has quit [Ping timeout: 252 seconds] 20110624 00:12:45-!- anonymissimus [~chatzilla@HSI-KBW-095-208-215-104.hsi5.kabel-badenwuerttemberg.de] has joined #wesnoth-dev 20110624 00:14:45-!- shadowm_laptop [ignacio@wesnoth/developer/shadowmaster] has joined #wesnoth-dev 20110624 00:26:56-!- boucman [~rosen@wesnoth/developer/boucman] has joined #wesnoth-dev 20110624 00:35:22-!- Johannes13 [~Johannes@unaffiliated/johannes13] has quit [Ping timeout: 240 seconds] 20110624 00:38:31-!- deekay [~dk@wesnoth/developer/dragonking] has quit [Quit: deekay] 20110624 00:43:48-!- tschmitz [626cdb95@gateway/web/freenode/ip.98.108.219.149] has joined #wesnoth-dev 20110624 00:47:38-!- artes [~artes@78-69-173-47-no87.tbcn.telia.com] has joined #wesnoth-dev 20110624 00:50:54-!- Shakey [~Shakey@12.190.80.225] has quit [Quit: Shakey] 20110624 00:53:39-!- boucman [~rosen@wesnoth/developer/boucman] has quit [Quit: Leaving.] 20110624 00:54:22-!- negusnyul [~negusnyul@145.236.67.3] has quit [Remote host closed the connection] 20110624 00:57:12< anonymissimus> loonycyborg: well your code works with the MSVC debugger and the trunk addon server :| 20110624 00:57:37< anonymissimus> other than its just incomplete of course 20110624 00:58:24< loonycyborg> kk 20110624 00:58:39< anonymissimus> and the debugger crash seems to appear with certain unusual addon images (the ones left in the addons list) 20110624 00:59:03< anonymissimus> with --new-widgets it appears bit later than without 20110624 01:00:44< loonycyborg> iirc you mentioned something with ANA and large addon downloads once. 20110624 01:00:59< anonymissimus> no that was another bug 20110624 01:01:11< anonymissimus> i never mentioned this one 20110624 01:01:48< loonycyborg> Nonetheless I'd like to hear more about this large downloads bug :P 20110624 01:01:52< anonymissimus> i have a backtrace, comes somewhere from teh gui code, should I make a bug report 20110624 01:02:37< loonycyborg> Since unusual messages are unlikely to be related to network issues. 20110624 01:02:41< loonycyborg> *images 20110624 01:08:09< artes> Hello 20110624 01:11:02-!- anonymissimus [~chatzilla@HSI-KBW-095-208-215-104.hsi5.kabel-badenwuerttemberg.de] has quit [Quit: ChatZilla 0.9.86.1 [Firefox 3.6.2/20100316074819]] 20110624 01:21:43-!- artes [~artes@78-69-173-47-no87.tbcn.telia.com] has quit [Quit: Leaving] 20110624 01:31:42-!- Blueblaze [~Blueblaze@adsl-99-4-144-59.dsl.hstntx.sbcglobal.net] has joined #wesnoth-dev 20110624 01:32:54-!- Gambit [~Gambit@wesnoth/developer/grickit] has quit [Ping timeout: 246 seconds] 20110624 01:36:15-!- zookeeper [~l@wesnoth/developer/zookeeper] has quit [Ping timeout: 276 seconds] 20110624 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[~hhyloc@113.166.159.36] has joined #wesnoth-dev 20110624 03:14:01-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-dev 20110624 03:21:15-!- yenloc [~hhyloc@113.166.159.36] has joined #wesnoth-dev 20110624 03:24:52-!- hhyloc [~hhyloc@113.166.159.36] has quit [Ping timeout: 250 seconds] 20110624 03:25:16-!- yenloc [~hhyloc@113.166.159.36] has quit [Client Quit] 20110624 03:43:24-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20110624 04:01:57-!- Appleman1234 [~Appleman1@emerch3.lnk.telstra.net] has quit [Remote host closed the connection] 20110624 04:38:46-!- Greywhind [~Greywhind@c-71-233-150-176.hsd1.ma.comcast.net] has joined #wesnoth-dev 20110624 04:41:09-!- Ivanovic_ [~ivanovic@dtmd-4d0523c4.pool.mediaWays.net] has joined #wesnoth-dev 20110624 04:44:43-!- Ivanovic [~ivanovic@wesnoth/developer/ivanovic] has quit [Ping timeout: 258 seconds] 20110624 04:45:05-!- Ivanovic_ is now known as Ivanovic 20110624 05:00:27< tschmitz> I built wesnoth in VC9, but I don't see any wesnothd.exe. Is there something special I need to do to build it? 20110624 05:11:10< CIA-95> shadowmaster * r49993 /trunk/data/gui/default/widget/window_borderless.cfg: gui2: Create a definition for windows without border decorations 20110624 05:11:20< CIA-95> shadowmaster * r49994 /trunk/ (changelog data/gui/default/window/lobby_main.cfg): gui2: Switch new lobby to use the borderless window definition 20110624 05:17:06< shadowmaster> mordante: what's the purpose of the resolution.grid in the _GUI_RESOLUTION macro in the default window definition (data/gui/widget/window_default.cfg) ? 20110624 05:17:31< shadowmaster> *data/gui/default/widget/window_default.cfg 20110624 05:24:02-!- Gambit [~Gambit@wesnoth/developer/grickit] has quit [Remote host closed the connection] 20110624 05:26:29-!- wesbot changed the topic of #wesnoth-dev to: 217 bugs, 320 feature requests, 26 patches | logs: http://irclogs.wesnoth.org | Don't paste on IRC! Use a pastebin: http://pastebin.com | http://imagebin.org 20110624 05:39:48-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20110624 05:58:16-!- beetlenaut [~dan@174.32.63.204] has quit [Read error: Connection reset by peer] 20110624 06:02:42-!- beetlenaut [~dan@174.32.63.204] has joined #wesnoth-dev 20110624 06:10:11-!- noy [~Noy@wesnoth/developer/noy] has quit [Ping timeout: 240 seconds] 20110624 06:11:19-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20110624 06:15:40< shadowmaster> I think I figured out a simple way to implement the Preferences paging behavior in GUI2. 20110624 06:21:46-!- tschmitz [626cdb95@gateway/web/freenode/ip.98.108.219.149] has quit [Ping timeout: 252 seconds] 20110624 06:38:20-!- alkenrinnstet [~alkenrinn@bb121-6-150-206.singnet.com.sg] has quit [Quit: Leaving.] 20110624 06:43:35-!- tschmitz [626cdb95@gateway/web/freenode/ip.98.108.219.149] has joined #wesnoth-dev 20110624 06:43:57< shadowmaster> well, I have managed to toggle page visibility, but the last page keeps stealing events 20110624 07:01:52-!- gabba [~gabba@wesnoth/developer/gabba] has joined #wesnoth-dev 20110624 07:02:00< tschmitz> gabba: Hey 20110624 07:02:10< gabba> hey tschmitz 20110624 07:02:18< tschmitz> gabba: I was looking for you 20110624 07:02:33< gabba> Yup, sorry I couldn't show up earlier 20110624 07:02:47< gabba> How's the compilation and network testing working for you? 20110624 07:03:10< tschmitz> Finally got it to run, but I am having trouble running two clients at the same time 20110624 07:03:49< gabba> Is it a problem of resources on the netbook, like not enough memory? 20110624 07:03:54< tschmitz> For some reason, it will run properly from within the VC9 IDE but if I try to run wesnoth.exe from outside, it gives me a runtime error 20110624 07:04:14< gabba> ah 20110624 07:04:16< tschmitz> even if I am not currently running a separate instance from within the debugger, it won't open via the exe 20110624 07:04:25< tschmitz> within the IDE 20110624 07:04:33< tschmitz> I mean 20110624 07:05:03< tschmitz> Interestingly, 20110624 07:05:10< gabba> Hmm, it's annoying that I can't help you directly since I don't have the same setup 20110624 07:05:24< tschmitz> the way I fixed the error that I was getting earlier was by switching from using VC10 to using VC9 20110624 07:05:32< tschmitz> and 20110624 07:05:39< gabba> Did you think of running two Visual Studios and start Wesnoth from each of them? 20110624 07:05:52< tschmitz> the runtime error that occurs now when I try to run directly from the exe is the same runtime error from before 20110624 07:06:05< tschmitz> hah, no I didn't think of that one; let me see 20110624 07:06:24< gabba> It sounds like you may have mismatched versions of libraries or something 20110624 07:06:51< gabba> can you run both a debug and a release build from within the IDE? 20110624 07:07:55< tschmitz> not from the same instance of VC++ I don't think; if you can, then I don't know how to yet 20110624 07:08:12-!- alkenrinnstet [~alkenrinn@180.94.216.70] has joined #wesnoth-dev 20110624 07:08:17< tschmitz> but I think you hit the jackpot with the previous suggestion 20110624 07:08:33< gabba> Also, when you run wesnoth.exe from within the IDE and outside, you may not end up using the same working directory. If you have any .dlls in the working directory in one case and not in the other, the program will load different things 20110624 07:09:25< gabba> ^^If two visual studios work, then great :) . I think I remember being able to start fresh instances. 20110624 07:10:50< gabba> "can you run both a debug and a release build from within the IDE?" --> I didn't mean at the same time, but rather, can you successfully build and run either? 20110624 07:11:39< tschmitz> gabba: Yes there's a dropdown box that lets me choose different types of builds ... but I've one build 20110624 07:11:47< tschmitz> *only done 20110624 07:13:06< gabba> Well, it's always a good thing to check from time to time that you can successfully do a release build, otherwise you're setting up a nasty surprise for other devs if they need to make a release build in a hurry 20110624 07:14:23< tschmitz> gabba: aye ... thanks for the tip 20110624 07:14:38< tschmitz> gabba: they sure take a long time for my netbook though, sigh 20110624 07:15:32< tschmitz> K, thanks for the light-bulb-moment with the two IDE's; 20110624 07:15:45< tschmitz> next step, can you help me with wesnothd? 20110624 07:15:53< tschmitz> gabba: I don't see wesnothd.exe in the same directory as wesnoth.exe 20110624 07:17:09< tschmitz> gabba: When I tried Host Network Game, it froze 20110624 07:17:20< tschmitz> and I think gave me a dialog box saying wesnothd.exe was not found 20110624 07:18:16< gabba> Hmm, I imagine that within Visual Studio wesnothd/the server is a separate project that you have to build 20110624 07:18:47< gabba> I guess there's a main Solution with various Projects under it? 20110624 07:19:17< tschmitz> gabba: Yes. 20110624 07:19:38< tschmitz> gabba: The master process is "Build Solution" which, I believe, does them all 20110624 07:19:56< gabba> When building with cmake under linux you have to activate some options if you want the server, editor, etc. to be built, but I don't know how it's set up in VS 20110624 07:19:57< tschmitz> I tried singling out the wesnothd project and building it, but it told me it was already done with that job 20110624 07:20:08< gabba> ok I see 20110624 07:20:35< tschmitz> Like it got built already during Build Solution 20110624 07:20:49< gabba> Try searching the whole folder for wesnothd.exe then (using windows' search) 20110624 07:21:19< tschmitz> I did find one elsewhere; I'll search for more 20110624 07:22:10< tschmitz> So in projectfiles/VC9 is where wesnoth.sln is located 20110624 07:22:24< tschmitz> under that, there's a folder called Debug and a folder called Debug (fast) 20110624 07:22:49< tschmitz> both of those are build types that are available from the dropdown menu in the IDE 20110624 07:23:11< tschmitz> the one that I built fully was "Debug (fast)" but it doesn't contain a file called wesnothd.exe 20110624 07:23:24< tschmitz> the folder called "Debug" contains a file called wesnothd.exe, though 20110624 07:23:51< gabba> Can you do "tree > tree.txt" in the windows console and pastebin the result so I can take a look? 20110624 07:24:00< gabba> (in the right folder, of course) 20110624 07:24:28< tschmitz> hum, OK; 20110624 07:24:30< tschmitz> what folder? 20110624 07:24:49< gabba> The top-level of your wesnoth solution 20110624 07:25:20< tschmitz> the folder containing wesnoth.sln, then? 20110624 07:25:24< gabba> Do you know the difference between Debug and Debug (fast)? 20110624 07:25:28< tschmitz> Nope 20110624 07:25:33< gabba> ^yes 20110624 07:25:50< gabba> I have a hunch that (Fast) may be the version without server and editor, etc 20110624 07:25:58< tschmitz> right 20110624 07:27:01< gabba> Maybe you can also pastebin the contents of wesnoth.sln for me (it's an xml file) 20110624 07:27:01-!- Blueblaze [~Blueblaze@adsl-99-4-144-59.dsl.hstntx.sbcglobal.net] has quit [Quit: Blueblaze] 20110624 07:27:34< tschmitz> gabba: Sure 20110624 07:28:23< gabba> Thing is, simply asking timotei or anonymissimus how to build/start the server would solve this pretty quickly 20110624 07:28:49< gabba> So I'll throw a few suggestions at you, but I don't wanna spend too much time on this right now 20110624 07:29:11< tschmitz> http://pastebin.com/Si5aAKLW 20110624 07:29:14< gabba> thx 20110624 07:29:28< tschmitz> gabba: K did you have other things you wanted to talk about? 20110624 07:31:39< tschmitz> wesnoth.sln: http://pastebin.com/z9V2tZMu 20110624 07:31:44< gabba> Well, I'm eager to look at some code :) 20110624 07:32:15< tschmitz> Right! Should I make a diff? 20110624 07:32:24< tschmitz> Although I currently don't have it in the src folder because I was just trying to get things up and running 20110624 07:32:49< gabba> I'd rather look at tested code, though 20110624 07:33:37< tschmitz> All I've done is weed out syntax errors 20110624 07:33:38< gabba> You'll probably change quite a few things when you can finally test over the network 20110624 07:33:50< tschmitz> which is what I did when I was using VC10 20110624 07:34:14< tschmitz> When I tried to run it, it gave an assertion failure and I decided the solution was switching to VC9 20110624 07:34:20< tschmitz> fortunately, it appears I was right ... 20110624 07:34:33-!- alkenrinnstet [~alkenrinn@180.94.216.70] has quit [Quit: Leaving.] 20110624 07:34:52< tschmitz> gabba: Is there an "official server" I can use? 20110624 07:35:09< gabba> Try to get things working on the same IDE as most Windows devs though, otherwise they'll have trouble helping you out 20110624 07:35:30< gabba> Ah yes, there is an official server 20110624 07:35:47< tschmitz> yeah, I didn't know I was getting the wrong version ... and that it would make such a big difference 20110624 07:36:09< tschmitz> Should I try using the official server right now then? 20110624 07:37:11< gabba> Actually there's the stable server and the dev server, trunk builds are set to use the latter 20110624 07:37:22< gabba> it's updated regularly with fresh code 20110624 07:37:36< gabba> So yeah, do use the official server in the meanwhile 20110624 07:37:56< tschmitz> K, my two clients are warming up 20110624 07:38:06< gabba> But if you change anything to the server part of the code, it won't work of course 20110624 07:39:05< tschmitz> gabba: Yeah someone on IRC told me I would need to, I forget who 20110624 07:39:06< tschmitz> dang 20110624 07:39:27< tschmitz> Does that mean changing code in the wesnothd project? 20110624 07:40:01< gabba> I would imagine, yes 20110624 07:40:24< gabba> But some files may be used in both wesnoth and wesnothd, so keep an eye open for that 20110624 07:40:51< tschmitz> All right. 20110624 07:42:02< tschmitz> Yeah I wrote code for two days; 20110624 07:42:30< tschmitz> I've spent this whole week trying to figure out how to build and run and test 20110624 07:42:32< gabba> So, wesnoth.sln reveals nothing, but you should try a full/slow debug build (let it run during the night if needed...) and see if that builds the server 20110624 07:42:55< tschmitz> gabba: I'll build it overnight 20110624 07:43:21< gabba> tschmitz: yes, as you can see getting used to the whole infrastructure of a project this big is hard 20110624 07:44:44< tschmitz> gabba: I think I see why I would wish I was running Unix, as well 20110624 07:45:21< gabba> tschmitz: you do have the advantage of a good IDE, running under Windows 20110624 07:45:45< gabba> I managed to set up Eclipse in a way I really like, but it was quite a bit of effort 20110624 07:46:12< tschmitz> gabba: true, the function call stack has definitely come in handy 20110624 07:46:18< tschmitz> trace 20110624 07:46:55< tschmitz> Still loading up the multiplayer screen 20110624 07:47:08< gabba> Eclipse has that and even has basic refactorings with VS lacks with C++ 20110624 07:47:44< gabba> But the debugger can't inspect properly the contents of STL data structures unless you install special stuff 20110624 07:47:55< gabba> I seem to remember VS handles that well 20110624 07:48:03< tschmitz> I vaguely recall the same 20110624 07:48:21< tschmitz> I'm not sure what "refactorings" is 20110624 07:48:47< gabba> Refactoring is for instance changing a variable or class name across the whole program 20110624 07:48:59< tschmitz> oh yeah, gee 20110624 07:49:05< gabba> Or selecting a portion of code and making a new method out of it 20110624 07:49:18< tschmitz> That's an interesting one 20110624 07:50:38< gabba> When you code under C# or Java you really have amazing refactorings available, but C/C++ is just too complex (Macros, etc) for a program to do those for you 20110624 07:51:12< tschmitz> Well, I have my two wesnoth clients minimized 20110624 07:51:21< tschmitz> trying to click to open them up again is not doing anything 20110624 07:51:37< tschmitz> but my hypothesis is that that means the progress bar screen has finished 20110624 07:51:38< gabba> Anyways, under linux the advantage is getting all the build dependencies in a single command, and very good build systems 20110624 07:53:13-!- beetlenaut [~dan@174.32.63.204] has quit [Remote host closed the connection] 20110624 07:54:38< tschmitz> creating a game ... 20110624 07:54:50< tschmitz> What the heck am I doing 20110624 07:55:04< tschmitz> Didn't I tell you earlier that I still haven't included my changes into the source? 20110624 07:55:13< tschmitz> I still haven't included my changes into the source. 20110624 07:55:16< gabba> Yes 20110624 07:55:34< tschmitz> So I'm not testing anything at all here, except that the build itself is working, I suppose 20110624 07:56:16< tschmitz> Now what? 20110624 07:56:45< tschmitz> gabba: I would have to build it, which would probably take 15-30 minutes, not really sure 20110624 07:56:52< gabba> Well, if you can successfully make a network game with two clients, next step is to integrate and test out your code 20110624 07:57:26< gabba> Getting late here, I'll have to go 20110624 07:57:39< tschmitz> gabba: OK I'll follow through with this test and make sure the two clients can talk to each other at all 20110624 07:57:53< tschmitz> gabba: How have things been with you? 20110624 07:58:18< gabba> Good, thanks. The exam was tough but I'm glad it's over. 20110624 07:58:22< gabba> This weekend is a big national feast in Quebec 20110624 07:58:45-!- shadowm_laptop [ignacio@wesnoth/developer/shadowmaster] has quit [Disconnected by services] 20110624 07:58:56< tschmitz> Well well done! 20110624 07:59:03< gabba> French-speaking Canadians are very patriotic and definitely different from their English counterpart ;) 20110624 07:59:03-!- shadowm_laptop [ignacio@wesnoth/developer/shadowmaster] has joined #wesnoth-dev 20110624 07:59:48< tschmitz> gabba: Lessons from econ? 20110624 07:59:53< gabba> Said patriotism will now be expressed by most by drinking lots of beer :P --- Log opened Fri Jun 24 08:47:03 2011 20110624 08:47:14-!- lobby [~wesnoth@wesnoth/bot/lobby] has joined #wesnoth-dev 20110624 08:47:14-!- Topic for #wesnoth-dev: 217 bugs, 320 feature requests, 26 patches | logs: http://irclogs.wesnoth.org | Don't paste on IRC! Use a pastebin: http://pastebin.com | http://imagebin.org 20110624 08:47:14-!- Topic set by wesbot [~wesbot@asteria.debian.or.at] [Fri Jun 24 05:26:28 2011] 20110624 08:47:14[Users #wesnoth-dev] 20110624 08:47:14[ Aeth ] [ erl ] [ janebot ] [ Smar ] 20110624 08:47:14[ AI0867 ] [ Espreon ] [ knotwork_ ] [ Tigge ] 20110624 08:47:14[ alkenrinnstet ] [ esr ] [ lobby ] [ tschmitz] 20110624 08:47:14[ apoi ] [ fendrin ] [ loonycyborg ] [ vcap ] 20110624 08:47:14[ beetlenaut ] [ fstltna ] [ LordNasty ] [ vultraz ] 20110624 08:47:14[ chpln ] [ Greywhind ] [ melinath ] [ wesbot ] 20110624 08:47:14[ chrisoelmueller] [ home_ ] [ monochromatic ] [ yann ] 20110624 08:47:14[ CIA-95 ] [ Ingmar ] [ noy ] [ zaroth ] 20110624 08:47:14[ cjhopman ] [ isaac_ ] [ Rhonda ] [ {V} ] 20110624 08:47:14[ crimson_penguin] [ Ivanovic ] [ shadowm_laptop] 20110624 08:47:14[ elias ] [ iwaim ] [ shadowmaster ] 20110624 08:47:14[ Elvish_Pillager] [ iwaim______] [ shikadibot ] 20110624 08:47:14-!- Irssi: #wesnoth-dev: Total of 45 nicks [0 ops, 0 halfops, 0 voices, 45 normal] 20110624 08:47:42-!- Soliton [~Soliton@wesnoth/developer/soliton] has joined #wesnoth-dev 20110624 08:47:45-!- Channel #wesnoth-dev created Tue Jan 27 06:28:41 2009 20110624 08:48:42-!- Irssi: Join to #wesnoth-dev was synced in 96 secs 20110624 09:10:35-!- crimson_penguin [~ben@wesnoth/developer/crimsonpenguin] has quit [Quit: crimson_penguin] 20110624 09:21:01-!- MeccaGod [~majs@h146n3fls33o279.telia.com] has joined #wesnoth-dev 20110624 09:24:24-!- shadowm_laptop [ignacio@wesnoth/developer/shadowmaster] has quit [Ping timeout: 252 seconds] 20110624 09:33:30-!- shadowm_laptop [ignacio@wesnoth/developer/shadowmaster] has joined #wesnoth-dev 20110624 09:52:37-!- zookeeper2 [~l@87-100-216-87.bb.dnainternet.fi] has joined #wesnoth-dev 20110624 09:55:32-!- tschmitz [626cdb95@gateway/web/freenode/ip.98.108.219.149] has quit [Ping timeout: 252 seconds] 20110624 10:01:58-!- loonybot [~loonybot@46.138.87.135] has joined #wesnoth-dev 20110624 10:01:58-!- loonybot [~loonybot@46.138.87.135] has quit [Changing host] 20110624 10:01:58-!- loonybot [~loonybot@wesnoth/bot/loonybot] has joined #wesnoth-dev 20110624 10:05:03-!- cjhopman [~chris@wesnoth/developer/cjhopman] has quit [Ping timeout: 240 seconds] 20110624 10:07:09-!- Elvish_Pillager [~eli@71-10-224-192.dhcp.oxfr.ma.charter.com] has quit [Ping timeout: 276 seconds] 20110624 10:08:11-!- Ivanovic [~ivanovic@dtmd-4d0523c4.pool.mediaWays.net] has quit [Changing host] 20110624 10:08:11-!- Ivanovic [~ivanovic@wesnoth/developer/ivanovic] has joined #wesnoth-dev 20110624 10:08:49< Ivanovic> moin 20110624 10:16:36-!- cjhopman [~chris@wesnoth/developer/cjhopman] has joined #wesnoth-dev 20110624 10:19:23-!- Vorpal [~AnMaster@unaffiliated/anmaster] has joined #wesnoth-dev 20110624 10:47:40< CIA-95> shadowmaster * r49995 /trunk/src/ (multiplayer.cpp server/server.cpp server/server.hpp): wesnothd: Add support for sending login warnings that the client can dismiss 20110624 10:47:50< CIA-95> shadowmaster * r49996 /trunk/src/ (multiplayer_error_codes.hpp server/server.cpp): 20110624 10:47:50< CIA-95> wesnothd: Do not allow users with inactive accounts to claim ownership of their names (treat as unregistered) 20110624 10:47:50< CIA-95> Clients attempting to use inactive accounts will get a warning message informing them of the situation but will be able to join the MP server as if their nickname were unregistered instead. Untested. 20110624 10:48:04< CIA-95> shadowmaster * r49997 /trunk/src/server/server.cpp: wesnothd: s/name/nick/ for inactive account warning message 20110624 10:48:36< CIA-95> shadowmaster * r49998 /trunk/src/multiplayer.cpp: Support client localization of the inactive account login warning 20110624 10:48:40< CIA-95> shadowmaster * r49999 /trunk/changelog: Update changelog 20110624 10:49:27-!- negusnyul [~negusnyul@145.236.67.3] has joined #wesnoth-dev 20110624 10:52:21< CIA-95> shadowmaster * r50000 /trunk/data/core/about.cfg: Fix a credits entry with embedded quotes 20110624 10:53:04< shadowmaster> I won. 20110624 10:54:23< zookeeper2> \o/ 20110624 10:54:52-!- zookeeper2 is now known as zookeeper 20110624 10:55:00-!- zookeeper [~l@87-100-216-87.bb.dnainternet.fi] has quit [Changing host] 20110624 10:55:00-!- zookeeper [~l@wesnoth/developer/zookeeper] has joined #wesnoth-dev 20110624 10:56:26< shadowmaster> Soliton: would it be possible to rebuild the trunk wesnothd with revision r49997 to test against our forums since I'm too lazy to set-up MySQL and another phpBB 3 board on my laptop (I currently use postgresql)? 20110624 10:58:43-!- Upth [~ogmar@69.62.144.56] has joined #wesnoth-dev 20110624 10:58:43-!- Upth is now known as Upthorn 20110624 11:10:27< shadowmaster> zaroth: why does r49494 remove a contributor entry? 20110624 11:12:04-!- Appleman1234 [~Appleman1@CPE-60-226-179-130.qld.bigpond.net.au] has joined #wesnoth-dev 20110624 11:19:24-!- Upthorn [~ogmar@69.62.144.56] has quit [Ping timeout: 255 seconds] 20110624 11:20:53< shadowmaster> loonycyborg: the GUI2 network transmission dialog lacks translatable widget labels 20110624 11:23:15< loonycyborg> shadowmaster: That's because I haven't decided what they should say. 20110624 11:23:56< loonycyborg> I really need some input from someone else on its design.. 20110624 11:24:58< loonycyborg> btw size_text doesn't seem to work. 20110624 11:25:27< loonycyborg> Label is of size as determined by inital text 20110624 11:25:57< loonycyborg> and if later something changes the text to something that doesn't fit the text will get truncated. 20110624 11:26:25< shadowmaster> I'm not really familiarized with size_text myself. 20110624 11:26:31< loonycyborg> If there is no inital text the label simply doesn't appear. 20110624 11:31:28< CIA-95> shadowmaster * r50001 /trunk/data/gui/default/window/mp_method_selection.cfg: 20110624 11:31:28< CIA-95> Update the official forum board URL in MP menu tooltip 20110624 11:31:28< CIA-95> http://www.wesnoth.org/forum/ currently redirects to http://forums.wesnoth.org/. 20110624 11:35:13-!- Upth [~ogmar@69.62.144.56] has joined #wesnoth-dev 20110624 11:35:13-!- Upth is now known as Upthorn 20110624 11:35:15< CIA-95> shadowmaster * r50002 /trunk/data/gui/default/window/mp_change_control.cfg: gui2: Use titlecase for the Change Control dialog title 20110624 11:50:33-!- Upthorn [~ogmar@69.62.144.56] has quit [Ping timeout: 264 seconds] 20110624 11:51:15< CIA-95> shadowmaster * r50003 /trunk/data/gui/default/window/mp_cmd_wrapper.cfg: gui2: mp_cmd_wrapper: Use titlecase correctly; simplify Send PM button text 20110624 11:51:40< CIA-95> shadowmaster * r50004 /trunk/data/gui/default/window/lobby_player_info.cfg: gui2: lobby_player_info: Use titlecase; simply button labels 20110624 12:10:46< shadowmaster> Well, wow. I gues I created a rather large mess with the terrain name/editor_name/description attributes in the C++. 20110624 12:11:09< shadowmaster> I can't even tell how this was supposed to work anymore. 20110624 12:13:01 * shadowmaster makes a mental note to revisit this soon. 20110624 12:26:53-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20110624 12:28:37-!- timotei [~timotei@wesnoth/developer/timotei] has joined #wesnoth-dev 20110624 12:30:13< timotei> tschimtz: ping me when you're back 20110624 12:30:18< timotei> wesbot: seen tschmitz 20110624 12:30:18< wesbot> timotei: The person with the nick tschmitz last spoke 4h 21m ago. 2h 34m ago they left with the message: Ping timeout: 252 seconds 20110624 12:30:27< timotei> wesbot: seen home 20110624 12:30:27< wesbot> timotei: Person, who was using the nick home 10h 2m ago, last spoke 1d 1h ago. is now known as home_ in this channel. 20110624 12:30:31< timotei> home_: hi there :) 20110624 12:39:42-!- shadowm_laptop [ignacio@wesnoth/developer/shadowmaster] has quit [] 20110624 12:43:05< timotei> home_: I see you tried compiling wesnoth with MSVC 20110624 13:12:29-!- Cookiee [~quassel@unaffiliated/cookiee] has joined #wesnoth-dev 20110624 13:20:37-!- negusnyul [~negusnyul@145.236.67.3] has quit [Remote host closed the connection] 20110624 13:34:50-!- negusnyul [~negusnyul@145.236.67.3] has joined #wesnoth-dev 20110624 13:37:37-!- vcap [~vcap@AReims-551-1-88-188.w92-155.abo.wanadoo.fr] has quit [Quit: leaving] 20110624 13:42:09-!- vcap [~vcap@AReims-551-1-88-188.w92-155.abo.wanadoo.fr] has joined #wesnoth-dev 20110624 13:57:40-!- Gambit [~Gambit@wesnoth/developer/grickit] has joined #wesnoth-dev 20110624 13:59:56< Soliton> shadowmaster: trunk server rebuilt and restarted. 20110624 14:16:54-!- boucman [~rosen@wesnoth/developer/boucman] has joined #wesnoth-dev 20110624 14:38:00-!- Cookiee [~quassel@unaffiliated/cookiee] has quit [Read error: Connection reset by peer] 20110624 14:40:05-!- Appleman1234 [~Appleman1@CPE-60-226-179-130.qld.bigpond.net.au] has quit [Ping timeout: 244 seconds] 20110624 14:44:08-!- hhyloc [~hhyloc@113.166.144.238] has joined #wesnoth-dev 20110624 14:50:00-!- MeccaGod [~majs@h146n3fls33o279.telia.com] has quit [Ping timeout: 258 seconds] 20110624 14:53:24-!- Appleman1234 [~Appleman1@CPE-60-226-179-130.qld.bigpond.net.au] has joined #wesnoth-dev 20110624 14:54:25-!- MeccaGod [majs@h146n3fls33o279.telia.com] has joined #wesnoth-dev 20110624 15:01:20-!- Johannes13 [~Johannes@unaffiliated/johannes13] has joined #wesnoth-dev 20110624 15:17:13< Ivanovic> fendrin: http://forums.wesnoth.org/viewtopic.php?p=493688#p493688 20110624 16:17:11-!- monochromatic [~monochrom@pool-74-109-70-163.phlapa.east.verizon.net] has quit [Ping timeout: 240 seconds] 20110624 16:18:53-!- monochromatic [~monochrom@pool-173-59-76-164.phlapa.east.verizon.net] has joined #wesnoth-dev 20110624 16:20:41-!- MeccaGod [majs@h146n3fls33o279.telia.com] has quit [] 20110624 16:25:54-!- deekay [~dk@wesnoth/developer/dragonking] has joined #wesnoth-dev 20110624 16:26:02-!- negusnyul [~negusnyul@145.236.67.3] has quit [Remote host closed the connection] 20110624 16:27:27-!- beetlenaut [~dan@174.32.63.204] has quit [Remote host closed the connection] 20110624 16:27:53-!- negusnyul [~negusnyul@145.236.67.3] has joined #wesnoth-dev 20110624 16:28:57-!- beetlenaut [~dan@174.32.63.204] has joined #wesnoth-dev 20110624 16:33:05-!- loonybot [~loonybot@wesnoth/bot/loonybot] has quit [Remote host closed the connection] 20110624 16:34:53-!- Gallaecio [~quassel@92.39.broadband12.iol.cz] has joined #wesnoth-dev 20110624 16:36:18-!- loonybot [~loonybot@46.138.87.135] has joined #wesnoth-dev 20110624 16:36:18-!- loonybot [~loonybot@46.138.87.135] has quit [Changing host] 20110624 16:36:18-!- loonybot [~loonybot@wesnoth/bot/loonybot] has joined #wesnoth-dev 20110624 16:36:37-!- Blueblaze [~Blueblaze@adsl-99-4-144-59.dsl.hstntx.sbcglobal.net] has joined #wesnoth-dev 20110624 17:00:14-!- loonycyborg [loonycybor@wesnoth/developer/loonycyborg] has quit [Remote host closed the connection] 20110624 17:04:16-!- beetlenaut [~dan@174.32.63.204] has quit [Remote host closed the connection] 20110624 17:05:04-!- beetlenaut [~dan@174.32.63.204] has joined #wesnoth-dev 20110624 17:17:04< CIA-95> timotei * r50005 /trunk/utils/java/org.wesnoth/src/org/wesnoth/preferences/Preferences.java: 20110624 17:17:04< CIA-95> eclipse plugin: Start working on a new 20110624 17:17:04< CIA-95> mechanism to get paths based on install name 20110624 17:17:13< CIA-95> timotei * r50006 /trunk/utils/java/ (10 files in 6 dirs): 20110624 17:17:13< CIA-95> eclipse plugin: Convert the single-installation paths 20110624 17:17:13< CIA-95> to multiple-installations. There are still some 20110624 17:17:13< CIA-95> parts that need to be properly implemented/polished. 20110624 17:17:26< CIA-95> timotei * r50007 /trunk/utils/java/org.wesnoth/src/org/wesnoth/product/WesnothWorkbenchWindowAdvisor.java: 20110624 17:17:26< CIA-95> eclipse plugin: Save the workspace before exiting. 20110624 17:17:26< CIA-95> This gets rid of some annoying warning messages 20110624 17:17:36< CIA-95> timotei * r50008 /trunk/utils/java/org.wesnoth/plugin.xml: 20110624 17:17:36< CIA-95> eclipse plugin: Remove an attribute that made 20110624 17:17:36< CIA-95> Eclipse choke that it cannot restore the perspective. 20110624 17:17:46< CIA-95> timotei * r50009 /trunk/utils/java/org.wesnoth/src/org/wesnoth/preferences/Preferences.java: 20110624 17:17:46< CIA-95> eclipse plugin: Refactor the logic behind 20110624 17:17:46< CIA-95> the install paths 20110624 17:17:55< CIA-95> timotei * r50010 /trunk/utils/java/org.wesnoth/src/org/wesnoth/product/ (WesnothWorkbenchAdvisor.java WorkbenchAdvisorHack.java): eclipse plugin: Remove redundant code 20110624 17:18:06< CIA-95> timotei * r50011 /trunk/utils/java/org.wesnoth/src/org/wesnoth/utils/GameUtils.java: 20110624 17:18:06< CIA-95> eclipse plugin: Launch the game with the 20110624 17:18:06< CIA-95> selected project's install if any 20110624 17:18:18< CIA-95> timotei * r50012 /trunk/utils/java/org.wesnoth/src/org/wesnoth/ (5 files in 5 dirs): 20110624 17:18:18< CIA-95> eclipse plugin: Refactor the 'CheckPathsAreSet' to 20110624 17:18:18< CIA-95> use an install 20110624 17:18:28< CIA-95> timotei * r50013 /trunk/utils/java/org.wesnoth/src/org/wesnoth/ (3 files in 2 dirs): 20110624 17:18:28< CIA-95> eclipse plugin: Get rid of the semantics of 'Default' install 20110624 17:18:28< CIA-95> name, and simplify a bit the logic of the InstallsPage 20110624 17:18:38< CIA-95> timotei * r50014 /trunk/utils/java/org.wesnoth/changelog: eclipse plugin: Update the changelog 20110624 17:18:48< CIA-95> timotei * r50015 /trunk/utils/java/org.wesnoth/src/org/wesnoth/propertypages/WesnothProjectPage.java: 20110624 17:18:48< CIA-95> eclipse plugin: Remove the special semantics 'Default' 20110624 17:18:48< CIA-95> from the project property page aswell 20110624 17:18:58< CIA-95> timotei * r50016 /trunk/utils/java/org.wesnoth/src/org/wesnoth/preferences/WesnothInstallsPage.java: 20110624 17:18:58< CIA-95> eclipse plugin: Remove existing paths from an install 20110624 17:18:58< CIA-95> when we remove it 20110624 17:19:09< CIA-95> timotei * r50017 /trunk/projectfiles/VC10/ (5 files): 20110624 17:19:09< CIA-95> Fix the MSVC 10 to use the correct startup directory when 20110624 17:19:09< CIA-95> starting the debugger 20110624 17:19:18< CIA-95> timotei * r50018 /trunk/utils/java/org.wesnoth/src/org/wesnoth/ (preferences/WesnothInstallsPage.java utils/GUIUtils.java): 20110624 17:19:18< CIA-95> eclipse plugin: Allow users to save preferences 20110624 17:19:18< CIA-95> when trying to save an empty install 20110624 17:19:28< CIA-95> timotei * r50019 /trunk/utils/java/org.wesnoth/src/org/wesnoth/ (2 files in 2 dirs): 20110624 17:19:28< CIA-95> eclipse plugin: Add a method that handles all 20110624 17:19:28< CIA-95> logic for setting up an existing/new install 20110624 17:42:56-!- crend [~crend@77-22-254-233-dynip.superkabel.de] has joined #wesnoth-dev 20110624 17:43:07-!- MeccaGod [~majs@h146n3fls33o279.telia.com] has joined #wesnoth-dev 20110624 17:44:46-!- crend is now known as Crendgrim 20110624 17:59:33-!- Blueblaze [~Blueblaze@adsl-99-4-144-59.dsl.hstntx.sbcglobal.net] has quit [Quit: Blueblaze] 20110624 18:06:04-!- loonycyborg [~sergey@wesnoth/developer/loonycyborg] has joined #wesnoth-dev 20110624 18:06:42-!- beetlenaut [~dan@174.32.63.204] has quit [Remote host closed the connection] 20110624 18:07:35-!- monochromatic [~monochrom@pool-173-59-76-164.phlapa.east.verizon.net] has quit [Ping timeout: 246 seconds] 20110624 18:07:42-!- beetlenaut [~dan@174.32.63.204] has joined #wesnoth-dev 20110624 18:13:49-!- hhyloc [~hhyloc@113.166.144.238] has quit [Quit: Leaving] 20110624 18:23:41-!- crimson_penguin [~ben@wesnoth/developer/crimsonpenguin] has joined #wesnoth-dev 20110624 18:35:17-!- beetlenaut [~dan@174.32.63.204] has quit [Remote host closed the connection] 20110624 18:38:09-!- beetlenaut [~dan@174.32.63.204] has joined #wesnoth-dev 20110624 18:47:32-!- home_ [~home@93-81-72-254.broadband.corbina.ru] has quit [Quit: Leaving] 20110624 18:54:38-!- tschmitz [626cdb95@gateway/web/freenode/ip.98.108.219.149] has joined #wesnoth-dev 20110624 19:05:32< CIA-95> fendrin * r50020 /trunk/src/display.hpp: Fixed misspelling. 20110624 19:37:29-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20110624 19:51:13-!- loonycyborg_ [loonycybor@wesnoth/developer/loonycyborg] has joined #wesnoth-dev 20110624 19:51:25-!- loonycyborg [~sergey@wesnoth/developer/loonycyborg] has quit [Quit: I ATE'NT DEAD] 20110624 19:52:11-!- sheraff [~Tri@c-98-196-106-93.hsd1.tx.comcast.net] has joined #wesnoth-dev 20110624 19:53:21-!- Octalot [~noct@host86-182-33-242.range86-182.btcentralplus.com] has joined #wesnoth-dev 20110624 19:53:59-!- loonycyborg_ is now known as loonycyborg 20110624 19:54:59< boucman> hey all 20110624 19:55:05< boucman> zaroth: how is it going ? 20110624 20:03:49-!- Wurmish [46f6e12e@gateway/web/freenode/ip.70.246.225.46] has joined #wesnoth-dev 20110624 20:08:30-!- Elvish_Pillager [~eli@71-10-224-192.dhcp.oxfr.ma.charter.com] has joined #wesnoth-dev 20110624 20:08:37-!- mjs-de [~mjs-de@g224176205.adsl.alicedsl.de] has joined #wesnoth-dev 20110624 20:15:07-!- sheraff [~Tri@c-98-196-106-93.hsd1.tx.comcast.net] has quit [Quit: Leaving] 20110624 20:15:28-!- Crab_1 [~Crab_@62.80.190.34] has joined #wesnoth-dev 20110624 20:20:45-!- Crab_1 is now known as Crab_ 20110624 20:21:01< CIA-95> timotei * r50021 /trunk/utils/java/org.wesnoth/src/org/wesnoth/utils/GameUtils.java: 20110624 20:21:01< CIA-95> eclipse plugin: setup install when starting the game 20110624 20:21:01< CIA-95> aswell 20110624 20:21:09-!- Crab_ [~Crab_@62.80.190.34] has quit [Changing host] 20110624 20:21:09-!- Crab_ [~Crab_@wesnoth/developer/crab] has joined #wesnoth-dev 20110624 20:21:20< CIA-95> timotei * r50022 /trunk/utils/java/org.wesnoth/src/org/wesnoth/utils/WorkspaceUtils.java: 20110624 20:21:20< CIA-95> eclipse plugin: Remove the working set code 20110624 20:21:20< CIA-95> since we implemented the multiple installations 20110624 20:21:30< CIA-95> timotei * r50023 /trunk/utils/java/org.wesnoth/src/org/wesnoth/utils/ResourceUtils.java: eclipse plugin: Remove unused method 20110624 20:21:39< CIA-95> timotei * r50024 /trunk/utils/java/org.wesnoth/src/org/wesnoth/preferences/WesnothInstallsPage.java: 20110624 20:21:39< CIA-95> eclipse plugin: Remove dead variable 20110624 20:21:39< CIA-95> Issue found by FindBugs 20110624 20:21:53< CIA-95> timotei * r50025 /trunk/utils/java/org.wesnoth/src/org/wesnoth/ (11 files in 8 dirs): eclipse plugin: Fix some issues for by FindBugs 20110624 20:23:36< tschmitz> timotei: Oh hi 20110624 20:36:32-!- timotei21 [~timotei@193.34.190.70] has joined #wesnoth-dev 20110624 20:36:32-!- timotei21 [~timotei@193.34.190.70] has quit [Changing host] 20110624 20:36:32-!- timotei21 [~timotei@wesnoth/developer/timotei] has joined #wesnoth-dev 20110624 20:40:28-!- timotei [~timotei@wesnoth/developer/timotei] has quit [Ping timeout: 258 seconds] 20110624 20:45:18< timotei21> tschmitz: hi :) 20110624 20:45:38< timotei21> tschmitz: you should update to current trunk, and compile the game 20110624 20:45:49< timotei21> tschmitz: it now shouldn't give you anymore the debgger error 20110624 20:45:53< tschmitz> timotei21: Current as of what time? 20110624 20:46:02< timotei21> tschmitz: rev 50000+ 20110624 20:46:03< timotei21> :P 20110624 20:46:18< timotei21> tschmitz: the error was because the working directory was: trunk/projectfies/vc10 20110624 20:46:24< timotei21> and should have been trunk/ 20110624 20:46:25< timotei21> :) 20110624 20:46:33< timotei21> also, wesnothd is not compilable with VC10 :( 20110624 20:46:34< tschmitz> timotei21: Cool, OK 20110624 20:46:39< timotei21> it's a boost issue 20110624 20:46:44< tschmitz> huh, interesting 20110624 20:46:52< tschmitz> guess I'll stick with VC9 20110624 20:47:01< tschmitz> which I switched to, btw 20110624 20:47:02< timotei21> you need wesnothd? 20110624 20:47:21< tschmitz> I'm making the whiteboard work over network 20110624 20:47:23< timotei21> unless you need wesnothd VC10 is fine too 20110624 20:47:24< timotei21> oh. ok :) 20110624 20:47:37< tschmitz> someone suggested I might need to edit server code as well 20110624 20:47:58< tschmitz> unfortunately, I forget who it was 20110624 20:48:00< timotei21> fine :) 20110624 20:48:23< tschmitz> Also, I'm glad to see I spelled my name correctly this time 20110624 20:48:44< timotei21> tschmitz: How comes? 20110624 20:48:54< timotei21> Spell it where? :P 20110624 20:49:13< tschmitz> I was logged in as "tschimtz" when you asked me to ping you 20110624 20:50:06< timotei21> oh. ok:) 20110624 20:50:22-!- vultraz [~chatzilla@124.109.10.222] has quit [Quit: what happens when you get scared half to death...twice XD] 20110624 20:51:49-!- Blueblaze [~Blueblaze@adsl-99-4-144-59.dsl.hstntx.sbcglobal.net] has joined #wesnoth-dev 20110624 21:07:47< zaroth> boucman: hey 20110624 21:07:52< boucman> hey 20110624 21:07:52< zaroth> boucman: take a look :-) 20110624 21:07:57< zaroth> http://pastebin.com/YcZZGa4Z 20110624 21:08:06< zaroth> and UML diagram to explain it 20110624 21:08:25< boucman> reading... 20110624 21:08:41< zaroth> http://i.imgur.com/86xub.png 20110624 21:08:57< zaroth> boucman: first look at the diagram, the code is the diagram directly put into the code 20110624 21:09:10< zaroth> and it may be easier for you to read if you first download and compile the code 20110624 21:09:34< zaroth> I'll put some std::string inner variables in the states to reflect config state 20110624 21:09:50< zaroth> Crab_: ^ 20110624 21:10:20< zaroth> or the config shouldn't be kept inside the state machine? 20110624 21:10:46< zaroth> and it should be just used for knowing about the state but not holding stuff inside? 20110624 21:11:08< zaroth> (I'd admit that holding at least the big config object inside the 'active' context makes sense to me) 20110624 21:11:53< zaroth> also, I'd appreciate some naming tips :-) 20110624 21:11:57< Crab_> zaroth: looking... 20110624 21:12:39< Crab_> I think that the big config should be accessible from resources:: 20110624 21:12:55< zaroth> but aren't the resources:: just a bunch of references? 20110624 21:12:59< Crab_> yes 20110624 21:13:12< zaroth> and of course you mean a constant reference to it, right ? ;-) 20110624 21:13:38< zaroth> well, the constructor of active state could take care that the resources:: reference is up to date 20110624 21:13:40< Crab_> there, it's just a group a pointers 20110624 21:13:49< Crab_> so, we can add a pointer to some config_manager there 20110624 21:14:31< Crab_> and then, yes, the states should take care that the config object is up to date 20110624 21:14:31< zaroth> the ev_refresh is equivalent to the F5 in main menu 20110624 21:14:42< zaroth> afaik it reloads everything 20110624 21:15:50< Crab_> zaroth: imagine we have two states, A and B 20110624 21:16:03< Crab_> and we want a specific manager object to be active both in A and B 20110624 21:16:16< Crab_> but if we go to C, we want it to out of scope 20110624 21:16:23< Crab_> what's the easiest way to achieve this ? 20110624 21:16:58< zaroth> make state D, C outer states 20110624 21:17:07< zaroth> and make A,B inside states of D 20110624 21:17:21< zaroth> and keep the scoped thing in D context 20110624 21:17:32< Crab_> but, what if some other manager needs to be active in A and D ? 20110624 21:17:36< Crab_> but not in B in C 20110624 21:18:04< zaroth> wait, I need to draw this :-) 20110624 21:18:17< Crab_> (it's possible that this doesn't happen in wesnoth, just asking) 20110624 21:19:26< zaroth> well, what you just wrote doesn't make sense 20110624 21:19:30< Crab_> why ? 20110624 21:19:39< zaroth> since D is a state created only for purpose of holding A and B :P 20110624 21:19:53< zaroth> if you need something to keep private in A, just put it in A 20110624 21:20:01< Crab_> ok , s/D/C :) 20110624 21:20:24< Crab_> if we have 3 states, A, B, C, and need some manager to be private to A and B, and some other to B and C, and some other to A and C 20110624 21:21:40< Crab_> but, assuming that this doesn't happen, and using your 'outer state' solution to an earlier question, we can make our 'nothing loaded' - 'header loaded' - 'most loaded' things to be nested states. 20110624 21:22:33< zaroth> as far as I got from the boost tutorial, the outer state solution is the most common one to solve context problems 20110624 21:22:48< zaroth> but with you circular problem, I honestly can say that I don't know now ;-) 20110624 21:22:53< zaroth> s/you/your/ 20110624 21:23:06< Crab_> that way, there would be a nothing_loaded_manager private to 'nothing_loaded' state, header_loaded_manager private to 'header_loaded' state, and most_loaded_manager private to 'most_loaded' state 20110624 21:23:10< boucman> add more states 20110624 21:23:25< Crab_> zaroth: so far, makes sense ? 20110624 21:23:46< boucman> the mathematical theory behind graphs says that there is an equivalent graph without containers, so it's possible, just not easy 20110624 21:28:30-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20110624 21:30:30-!- timotei21 [~timotei@wesnoth/developer/timotei] has quit [Ping timeout: 255 seconds] 20110624 21:33:20< Crab_> ok, I see there is easier solution for those, but which requires some more code&bookkeeping. basically, each state should explicitly set the 'runlevel' of the 'global' managers involved. 20110624 21:33:57< Crab_> for the nothing/header/all loaded stuff, that's what we've done with our automation diagram - we color-coded each state to specify a runlevel 20110624 21:34:46< zaroth> back 20110624 21:35:39< Crab_> basically, each state which needs loaded headers, has to do config_manager.load_headers() or config_manager.ensure(HEADERS_LOADED); call 20110624 21:35:48< zaroth> Crab_: why would you make three different managers? 20110624 21:36:51< Crab_> for NOTHING_LOADED/HEADERS_LOADED/ALL_LOADED, if we want their constructors-destructors to change the state for us 20110624 21:37:13< Crab_> and for that, we'll need nested states and 3 managers 20110624 21:37:39< Crab_> if we use 'let each state to specify a runlevel', we don't need that, just 1 line per state 20110624 21:38:19< Crab_> the downside is, when adding a new state, we'll need to add that line in it 20110624 21:39:19< Crab_> with nested states, everything would automatically happen if we add a new nested state - the state position would mean correct thing wrt config load level 20110624 21:40:05< Crab_> what do you think ? 20110624 21:40:15< zaroth> http://i.imgur.com/AyFr1.png 20110624 21:40:19< zaroth> so you mean something like this? 20110624 21:40:26< zaroth> or something more sophisticated? 20110624 21:40:48< zaroth> or do you want to put the whole wesnoth diagram that we specified in the google docs (the huge one) 20110624 21:40:53< zaroth> into a state machine? 20110624 21:41:01< Crab_> yes, something like this (in the end, exactly our current automation diagram) would work with '1 line per state' 20110624 21:41:26< Crab_> this diagram is config-state neutral 20110624 21:41:46< Crab_> i.e. the situation with config is a property of each state 20110624 21:41:48-!- MeccaGod [~majs@h146n3fls33o279.telia.com] has quit [Ping timeout: 276 seconds] 20110624 21:42:56< boucman> zaroth: add subgraph in the three subgraphs corresponding to the bubles in our diagrams 20110624 21:43:54-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20110624 21:44:07< zaroth> one subgraph in each one? 20110624 21:44:53< boucman> yes, with the states corresponding to our other drawing 20110624 21:45:00< Crab_> zaroth: can you look at the automation diagram for a second. there's a small design problem atm .. 20110624 21:45:02-!- Wurmish [46f6e12e@gateway/web/freenode/ip.70.246.225.46] has quit [Ping timeout: 252 seconds] 20110624 21:45:25< zaroth> btw, the tool I'm using is argoUML, I think YogiHH recommended it to me and it's the same one that was used to create state machine diagrams in boost tutorial 20110624 21:45:38< zaroth> Crab_: I'm looking at all documents atm 20110624 21:46:07-!- MeccaGod [~majs@h146n3fls33o279.telia.com] has joined #wesnoth-dev 20110624 21:46:19-!- Grimling [~FKint@91.181.4.187] has joined #wesnoth-dev 20110624 21:46:33< Crab_> zaroth: ok. then imagine we have 2 managers, one is a config_manager corresponding to the situation with the config, another is the mp manager corresponding to MP connection. 20110624 21:48:22< Crab_> zaroth: the MP manager needs to be active both during the 'MP game configuration' and 'MP player connection' but not in 'Main menu', the config manager needs to be active both in 'Main menu' and 'MP game configuration', but not in 'MP player connection' 20110624 21:50:05< Crab_> and it's not possible to solve it on current diagram using nested states (those groups are not nested in any way and can't be nested) 20110624 21:50:21-!- anonymissimus [~chatzilla@HSI-KBW-095-208-215-104.hsi5.kabel-badenwuerttemberg.de] has joined #wesnoth-dev 20110624 21:50:52< zaroth> why the config manager can't be active in MP player connection? 20110624 21:51:32< Crab_> I mean the 'general config+ campaigns loaded' one, which is yellow 20110624 21:52:18< Crab_> but, if we switch to the 'let each state specify a runlevel for the managers' approach, we'll have a problem that even states that don't need to know about the MP manager need to add 1 line to disable it 20110624 21:52:38< Crab_> i.e., the main menu would need to tell MP manager to stop 20110624 21:52:52< Crab_> even through the main menu is not related to MP connection manager 20110624 21:53:30< CIA-95> fendrin * r50026 /trunk/src/ (5 files): Cleanups to the joystick support. 20110624 21:54:06< Crab_> the config manager I've used in the example is not a best one that I might had used, since virtually every state needs to know about it, but there's plenty of other managers that can be used instead to show the problem 20110624 21:55:02< Crab_> for example, if play_game state is possible both with MP and without MP, we can't tie the play_game state with the lifecycle of MP connection manager 20110624 21:56:28< Crab_> that's the main point I've wanted to make - that, currently, at least with current state diagram we're using, the managers have to live outside of the states, and listen to state change events. but that's, potentially, a lot of bookkeeping to make 20110624 21:56:45< Crab_> (for the managers that need to survive for 2+ states) 20110624 21:57:32< Crab_> since each of those 'global (as in 2+ states)' managers would need to know about each state in which it is active. 20110624 21:58:37< Crab_> i.e., the mp connection manager would need to listen to on_state_changed() callback and remain enabled only if the state is 'mp lobby/mp game configuration/sometimes in play game/...' 20110624 21:59:24< zaroth> yes, it's a lot 20110624 21:59:46< Crab_> for each of those 'global' managers, the need to manage its lifecycle by hand will disappear if there would be an outer state which will mark its lifecycle. 20110624 21:59:54< zaroth> maybe the graph could be reworked to avoid this... 20110624 22:00:03< Crab_> yes, we can rework it. it's a decision that we an take on per-manager basis 20110624 22:00:15< Crab_> s/we an/we can 20110624 22:00:55< Crab_> for example, we can leave the config_manager global (since virtually each state needs it) 20110624 22:01:02-!- Grimling [~FKint@91.181.4.187] has quit [Quit: Leaving] 20110624 22:01:28< Crab_> but, for, say, mp_manager or game instance manager (~ old play_controller ), we can add an outer state to show it's lifecycle bounds 20110624 22:01:35-!- Upth [~ogmar@69.62.144.56] has joined #wesnoth-dev 20110624 22:01:35-!- Upth is now known as Upthorn 20110624 22:02:10< Crab_> that way, we'll have one big outer state for the entire diagram, with config_manager (and other always-on stuff), 20110624 22:02:10< zaroth> I like the direction this is taking, let's add some more rectangles on our google doc to reflect these outer states :-) 20110624 22:06:31< Crab_> but, for the mp_connection manager, we can add a new outer state with all the states when it is active 20110624 22:07:09< Crab_> we can do it because we know that at the moment, it's pretty clear when wesnoth is connected to MP server 20110624 22:07:59< Crab_> as a side bonus, we'll know that on entering that big MP manager box, we'll need to ask the user 'where to connect and with what nickname?' 20110624 22:09:07< Crab_> note that the diagram will show our design choices wrt 'is SP a MP?' 20110624 22:09:39< Crab_> i.e. if there would be only 1 play game state, it would be clear that it would be with mp manager running during the SP game. 20110624 22:10:44< Crab_> can we jump directly to an inner state ? 20110624 22:11:02< Crab_> i.e., in transition from test_mode, can we directly jump to play_game ? 20110624 22:11:51< Crab_> or it should be handled by using the starting inner state of outer state as a dispatch state ? 20110624 22:13:01< zaroth> I think I'd prefer to go through all the states, but maybe answering their questions with test_mode prepared answersheet 20110624 22:13:13< Crab_> ok, makes sense. 20110624 22:13:42< zaroth> as well as in the single player case we would jump quicker through some screens than in the mp mode 20110624 22:13:49< Crab_> also, if we're making everything inside MP manager, then maybe rename the outer state to show its both MP and SP ? 20110624 22:13:51< zaroth> because we had some answers ready 20110624 22:14:54< Crab_> that 'skip states automatically' is a nice concept 20110624 22:15:01< zaroth> well, you can do that 20110624 22:15:03< Crab_> for the unification purposes 20110624 22:15:13< zaroth> if you put the information needed to switch between states 20110624 22:15:15< zaroth> in the events 20110624 22:15:31< zaroth> and than the test_mode would just send properly prepared events to the game instance state machine 20110624 22:16:07< zaroth> not sure where help system fits here, though 20110624 22:16:11< Crab_> i.e., 'we always have a step to assign MP players to sides before scenario start, but, in SP we will do it without gui or active connection to wesnothd' 20110624 22:16:14< zaroth> and if it should be anywhere at all 20110624 22:16:28< Crab_> it should 20110624 22:16:37< Crab_> if you don't split it, you have to put it inside game_instance 20110624 22:17:17-!- Upthorn [~ogmar@69.62.144.56] has quit [Ping timeout: 240 seconds] 20110624 22:17:42< Crab_> but, there's next problem with help - there should be some states where we have the game map loaded and game active 20110624 22:17:46< Crab_> this is play_game ? 20110624 22:18:17< zaroth> yes, I connected the help in the diagram correctly now 20110624 22:18:25< Crab_> not yet 20110624 22:18:49< Crab_> if game_map is the only state where we have game map active and game active, then in-game help should be inside play_game state 20110624 22:19:05< Crab_> so, we have to either split help or make a dummy game to display help 20110624 22:19:22< Crab_> this, actually, makes sense since our help, as we know, is campaign/era dependent 20110624 22:19:46< zaroth> ...and the config object is global 20110624 22:20:06< Crab_> yes, the config is global, and the price to pay is 1 line per state. 20110624 22:20:29< zaroth> what line? 20110624 22:20:36< zaroth> I'm not sure what you mean by that 20110624 22:20:51< Crab_> 'basically, each state which needs loaded headers, has to do config_manager.load_headers() or config_manager.ensure(HEADERS_LOADED); call' 20110624 22:21:14< Crab_> i.e., map selection state can do resources::config_manager->ensure(HEADERS_LOADED); 20110624 22:21:38< Crab_> and MP player connection can do resources::config_manager->ensure(ALL_LOADED); 20110624 22:21:42-!- MeccaGod [~majs@h146n3fls33o279.telia.com] has quit [] 20110624 22:21:44< zaroth> ah, you're right 20110624 22:22:09< Crab_> alternatively, you can catch this at the transition level 20110624 22:22:23< Crab_> but, it is potentially more trickly, and potentially less tricky 20110624 22:23:25< Crab_> i.e., that 1 liner can be at arrows between differently-colored states 20110624 22:23:48< Crab_> but, conceptually, it's easier to do at the state level 20110624 22:23:48< zaroth> yes, yes, I understood, I'm just pondering that 20110624 22:24:00< Crab_> because states are defined in 1 place, but transition calls are all over wesnoth code 20110624 22:24:41< Crab_> so, by doing it at transition level we'll force the dev to think what he's doing 20110624 22:25:07< Crab_> of course, you can opt to make all transitions explicit by only allowing them through helper methods in that '1 place' 20110624 22:25:21< zaroth> well, that's the model of boost.statechart 20110624 22:25:37< Crab_> but, I still think that we need to do it at state level 20110624 22:25:38< zaroth> it has all transitions from a state inside 20110624 22:25:45< Crab_> since, well, we coloured states, not arrows, when we designed 20110624 22:26:00< zaroth> and it just reacts to outside events 20110624 22:26:04< zaroth> with custom handlers 20110624 22:26:18< zaroth> I agree that it makes things much simpler and we should go with that 20110624 22:26:57< zaroth> will you be here tomorrow? 20110624 22:27:20< Crab_> нуы 20110624 22:27:24< Crab_> *yes 20110624 22:27:29< zaroth> nuy? ;-) 20110624 22:27:30< Crab_> so, what's about help system ? 20110624 22:27:46< Crab_> (accidentally was with russian layout on) 20110624 22:28:19< zaroth> i use the phonetic one when I need to type something, learning all the keys' position all over was a no-no for me 20110624 22:28:38< zaroth> for the help, I don't think it's such a big deal inside the game instance 20110624 22:28:53< zaroth> since we are only going to call help from play_game, where everything is loaded 20110624 22:29:16< zaroth> and it can just use the global config object for its needs 20110624 22:29:29< zaroth> it's just a window and I don't think it should even get a separate state 20110624 22:29:40< zaroth> as for the help from main menu, that's a separate issue 20110624 22:29:41< Crab_> what about help-from-main-menu ? 20110624 22:29:44< Crab_> yeah 20110624 22:30:34< zaroth> if we stick to the general help, such as commands, code of conduct etc. it's trivial again, since this stuff can be loaded in headers state 20110624 22:30:53< zaroth> if we also want to include core stuff such as currently... I don't know, some magic will be needed 20110624 22:31:22< zaroth> such as creating a game_instance quickly and filling it with core defines 20110624 22:31:51< zaroth> but now, since the game_instance became this state machine, it got a bit more complicated ;-) 20110624 22:32:06< Crab_> actually, a bit more easy 20110624 22:32:13< zaroth> ? 20110624 22:32:25< Crab_> since we'll have a mechanism for passing between states without user input 20110624 22:32:36< zaroth> ah, I see your point 20110624 22:32:40< Crab_> so, create a game instance quickly and fill it with core defines would be handled automatically for you 20110624 22:32:57< Crab_> you only need to allow different 'game controllers' in play_game 20110624 22:32:57< zaroth> since eras will have now headers 20110624 22:33:08< zaroth> we can even allow help system from main menu to load defines and stuff 20110624 22:34:30< Crab_> yes 20110624 22:34:34-!- Alarantalara [~alarantal@CPEc0c1c09e8055-CM00252eac6d62.cpe.net.cable.rogers.com] has joined #wesnoth-dev 20110624 22:34:42< zaroth> but what about the implementation of the whole thing? 20110624 22:34:50-!- Alarantalara [~alarantal@CPEc0c1c09e8055-CM00252eac6d62.cpe.net.cable.rogers.com] has quit [Client Quit] 20110624 22:35:03< zaroth> do you think I should use boost.statechart for everything? 20110624 22:35:21< Crab_> so far, one the screen, I see a state diagram. 20110624 22:35:31< Crab_> as I understand, it's fairly easy to model it using boost.statechart 20110624 22:35:34< Crab_> so, why not ? 20110624 22:35:39< Crab_> s/one/on 20110624 22:36:04< zaroth> yes, in this library basically every stroke of pen in the UML diagram is one line of code, it translates really nicely 20110624 22:36:24< Crab_> good, that means that you choose a correct tool. 20110624 22:37:18< zaroth> I'll start drawing the full-fledged UML diagram tomorrow, I'll also commit it to doc/design/ 20110624 22:37:35< Crab_> ok. also, what's the deal with main menu ? 20110624 22:37:50< Crab_> oops :) 20110624 22:37:56< Crab_> what's the deal with 'load game' ? 20110624 22:39:59< Crab_> i.e., it should be a 'jump-to-game', too, right ? 20110624 22:40:58< Crab_> also, note, that if done sneakily, it should be possible to allow a in-game MP game load without changing the player list to work 20110624 22:41:25< Crab_> i.e., if you load game from within game, it can try to use the info from current game to automatically populate values for MP stuff 20110624 22:46:39< zaroth> well, actually, the load game can happen in two cases 20110624 22:46:46< zaroth> from lobby and from main menu 20110624 22:47:06< zaroth> and in both cases it should end in the mp connection state 20110624 22:47:51< zaroth> though it can be automatically guided through this one in some cases 20110624 22:47:56< Crab_> then we need two things for load game 20110624 22:48:07< Crab_> one is button in main menu 20110624 22:48:29< Crab_> and another is a state inside a 'Game instance superstate' 20110624 22:49:02< Crab_> basically, there are just 4 transitions from main menu to Game Instance -> play campaign, load game, play multiplayer, play local game 20110624 22:49:16< Crab_> ah, 5. plus help :) 20110624 22:49:57< Crab_> and why load game dialog is coloured blue ? 20110624 22:50:06< zaroth> it should be yellow 20110624 22:50:29< Crab_> is it ever possible ? different games can have different defines in them, so it's not possible to load all those defines at the same time 20110624 22:50:36< Crab_> ok, yellow 20110624 22:50:48< Crab_> what about the 'press load game while playing a (SP) game?' 20110624 22:50:56< Crab_> it's possible to cancel it 20110624 22:51:07< zaroth> it's the same case as going back to main menu and loading if player accpets 20110624 22:51:19< Crab_> how to make this 'cancel' fast ? 20110624 22:51:30< Crab_> there are no issues if the player accepts 20110624 22:51:37< Crab_> there are issues if he presses cancel :) 20110624 22:51:51< zaroth> how ? 20110624 22:51:53< zaroth> it's only a dialog 20110624 22:52:06< zaroth> it's nothing world changing 20110624 22:52:14< zaroth> we just create a dialog and get a response back 20110624 22:52:16< Crab_> yes, but in your state diagram, now, it's outside your game instance 20110624 22:52:27-!- stikonas [~gentoo@ctv-213-164-105-106.vinita.lt] has joined #wesnoth-dev 20110624 22:52:27-!- stikonas [~gentoo@ctv-213-164-105-106.vinita.lt] has quit [Changing host] 20110624 22:52:27-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20110624 22:52:36< Crab_> so, that means that if we enter this state, the game instance would go out of scope 20110624 22:52:56< zaroth> well... I don't consider "load game" and "help" inside game instance separate states 20110624 22:52:58< zaroth> they are just dialogs 20110624 22:53:10< Crab_> if they are just dialogs, let's remove them from state diagram :) 20110624 22:53:34< Crab_> or fork them 20110624 22:54:07< Crab_> since it's a lightweight state, which usually only shows a dialog 20110624 22:54:32< Crab_> I'd return that yellow load_game_dialog 20110624 22:54:50< Crab_> since it's possible to load a game from main menu without going into game first 20110624 22:55:43< Crab_> alternatively, we can remove them all, without considering them states 20110624 22:55:46< Crab_> it's good, too 20110624 22:56:22< Crab_> if we leave them, there're 3 of them 20110624 22:56:30< Crab_> one is in-main-menu load 20110624 22:56:34< Crab_> another is in-lobby-load 20110624 22:56:38< Crab_> third is in-game load 20110624 22:56:59< zaroth> not in-lobby but in-lobby-in-map-selection load 20110624 22:57:07< Crab_> ok 20110624 22:57:07< zaroth> that complicates things a bit 20110624 22:57:32< zaroth> or does it? 20110624 22:57:49< zaroth> we can always present the in-map-selection load option 20110624 22:58:06< zaroth> when it's done outside of lobby it's just that non-local people won't be able to play 20110624 22:58:25< zaroth> unification is good ;-) 20110624 22:59:04< Crab_> yes 20110624 22:59:25< boucman> what diagram are you two on ? I have trouble catching up... 20110624 22:59:38< Crab_> boucman: right one in automation diagram 20110624 22:59:55< zaroth> boucman: number 2 20110624 23:00:00< zaroth> (I numbered them) 20110624 23:00:18< Crab_> zaroth: also, you don't need jump directly from starts to test mode from start 20110624 23:00:22< boucman> k, thx 20110624 23:00:23< Crab_> zaroth: in fact, there is no test mode :) 20110624 23:00:25< zaroth> and the collection is here https://docs.google.com/leaf?id=0B1cV-lyUhuhxZGQ2YmVkYmItMTI2Mi00Zjk5LTlhMTMtNDFjMzE1ZjQ0YTY1&hl=en_US 20110624 23:01:01< Crab_> zaroth: since, main menu is a state, and being a state in our diagram, it should allow us to make 'where to jump' instructions. 20110624 23:01:46< zaroth> I just found this http://stackoverflow.com/questions/4275602/boost-statechart-vs-meta-state-machine 20110624 23:01:48< Crab_> zaroth: basically, if the state machine we have is scriptable, and the command-line parser/analyzer generates the proper script for it, that's all that we need for our test mode 20110624 23:02:18< zaroth> the tradeoff seems to be scalability vs performance 20110624 23:02:29< Crab_> we don't need any of them here 20110624 23:02:30< zaroth> both are boost libraries 20110624 23:02:48< Crab_> I mean, we have a small state machine with few transitions 20110624 23:03:02-!- dipseydoodle [~Mike@70.15.235.113.res-cmts.ovr.ptd.net] has joined #wesnoth-dev 20110624 23:03:56< Crab_> zaroth: so, what do you think about removing 'test mode' state? 20110624 23:03:58-!- Crendgrim [~crend@77-22-254-233-dynip.superkabel.de] has quit [Remote host closed the connection] 20110624 23:04:09< zaroth> well, after some reading the scalability in question means "spreading over several files"... 20110624 23:04:15< Crab_> :) 20110624 23:04:29< zaroth> with msm everything seems to have to be in one huge .cpp file or so I understood 20110624 23:04:34< dipseydoodle> Hello, does anybody know if it's possible to execute a lua script during game (not a unit) through the debugg or command line? I had an idea to make a cheat code that would recruit a unit for free. 20110624 23:04:36< zaroth> so, I'm staying with statechart 20110624 23:04:51< Crab_> dipseydoodle: ':lua your-lua-command' 20110624 23:04:57-!- Alarantalara [~alarantal@CPEc0c1c09e8055-CM00252eac6d62.cpe.net.cable.rogers.com] has joined #wesnoth-dev 20110624 23:05:10< zaroth> the test mode is there for the commandline -t switch 20110624 23:05:19< zaroth> and therefore skips drawing main menu and stuff 20110624 23:05:46< Crab_> zaroth: does being in 'main menu' state means we draw the main menu ? 20110624 23:05:58< zaroth> Crab_: that would make sense, wouldn't it? 20110624 23:05:59< Crab_> zaroth: I mean, we have recently said that we will skip drawing stuff we don't need if we have the info to go forward 20110624 23:06:16< zaroth> ah. 20110624 23:06:28< zaroth> point taken. 20110624 23:07:28< zaroth> so all the events triggering transitions could have an inheritance structure (or a field), like interactive/non-interactive 20110624 23:07:42< dipseydoodle> Cool, and crab ':lua would be followed by the path? 20110624 23:07:48< Crab_> dipseydoodle: no, by command 20110624 23:08:03< dipseydoodle> Ok. 20110624 23:08:03< Crab_> dipseydoodle: use wesnoth.require wesnoth.dofile from there if you want a file 20110624 23:08:14< zaroth> yes, with that I see test mode happening without the main menu removal 20110624 23:08:16< Crab_> dipseydoodle: you can do something like a = wesnoth.require('......') 20110624 23:08:29< dipseydoodle> Ok. thanks. 20110624 23:08:35< Crab_> zaroth: basically, if done correctly, we would be able to script things like 'launch every campaign, quit to main menu immediately, after all is finished quit with message 'all campaigns tested and start correctly, we can release' 20110624 23:08:41< Crab_> Ivanovic: ^ :) 20110624 23:08:53< dipseydoodle> lol 20110624 23:09:10< dipseydoodle> Use that on multiplayer :P 20110624 23:09:18-!- shadowm_laptop [ignacio@wesnoth/developer/shadowmaster] has joined #wesnoth-dev 20110624 23:11:43< zaroth> the only thing I'm afraid of is the fact that the changes are starting to reach further and further 20110624 23:12:16< zaroth> but well, I'll see tomorrow after having the UML chart finished, and hopefully, programming a working stub 20110624 23:12:39< Crab_> zaroth: I think that, at first, they won't affect game much. 20110624 23:12:44< zaroth> Crab_: boucman: could you get ArgoUML in the meantime? it's a Java tool, so it should be multiplatform 20110624 23:12:53< Crab_> zaroth: we'll be able to reuse huge parts of existing play_XXX code 20110624 23:13:20< zaroth> I surely hope so :-) 20110624 23:13:58< Crab_> zaroth: since, basically, we're just creating a context, a platform for various pieces to communicate 20110624 23:14:40< Crab_> zaroth: but we'll have to split most things into parts 20110624 23:15:13< Crab_> zaroth: i.e., say, if a dialog both created a UI and changed states, we'll need it to only create a UI and report back 20110624 23:15:35< Crab_> zaroth: since our in-state code would deal with 'where to go next and should we draw the ui at all?' part 20110624 23:16:08< zaroth> I'm just happy that I get to avoid modifying config_cache and preprocessor, these things stink of black magic ;-) 20110624 23:16:17< zaroth> yes, the dialog shouldn't change states at all 20110624 23:16:18< anonymissimus> zaroth: about the connection titlescreen->help in your automaton; I think I hardly ever needed it, the help is so extensive that it's neeed only ingame, so I wouldnt object much if that connection is removed in case it's problematic :) 20110624 23:16:36< zaroth> it should just report and exit 20110624 23:16:51< zaroth> I'll be happy about changing any dialog that misbehaves ;-) 20110624 23:18:43< zaroth> all right, good night and see you tomorrow morning 20110624 23:19:24< Crab_> bye 20110624 23:19:35< Crab_> note, that it will also be helpful to have a lua interface for this state machine 20110624 23:19:56< Crab_> as in 'have some hooks from the start' 20110624 23:22:04-!- mono_laptop [~monochrom@pool-74-109-69-42.phlapa.east.verizon.net] has joined #wesnoth-dev 20110624 23:23:46-!- mono_laptop is now known as monochromatic 20110624 23:24:29-!- monochromatic is now known as mono_laptop 20110624 23:26:28-!- wesbot changed the topic of #wesnoth-dev to: 218 bugs, 320 feature requests, 26 patches | logs: http://irclogs.wesnoth.org | Don't paste on IRC! Use a pastebin: http://pastebin.com | http://imagebin.org 20110624 23:33:06< CIA-95> shadowmaster * r50027 /trunk/src/multiplayer.cpp: Remove placeholder string that leaked into r49998 20110624 23:35:02< shadowmaster> Soliton: thanks. The new rules seem to be working fine to be used in 1.9.8 onwards. 20110624 23:35:45-!- Ivanovic [~ivanovic@wesnoth/developer/ivanovic] has quit [Remote host closed the connection] 20110624 23:36:39-!- Ivanovic [~ivanovic@dtmd-4d0523c4.pool.mediaWays.net] has joined #wesnoth-dev 20110624 23:39:35< shadowmaster> What I'm not particularly sure about right now is whether phpBB "ignored" system accounts like Anonymous should be treated as inactive or keep allowing logins to them (which currently don't work and throw a confusing error message instead since they do not have auth information in the db) 20110624 23:40:45< Ivanovic> Crab_, zaroth: WANT! 20110624 23:42:32-!- mjs-de [~mjs-de@g224176205.adsl.alicedsl.de] has quit [Remote host closed the connection] 20110624 23:42:48-!- mono_laptop [~monochrom@pool-74-109-69-42.phlapa.east.verizon.net] has quit [Quit: Computer has gone to sleep] 20110624 23:43:12< shadowmaster> loonybot << ctime(0) << "abc"; 20110624 23:43:20< loonybot> 20110624 23:45:04-!- dipseydoodle [~Mike@70.15.235.113.res-cmts.ovr.ptd.net] has quit [Quit: A Stupid Quit Message] 20110624 23:45:48< CIA-95> shadowmaster * r50028 /trunk/src/server/ (forum_user_handler.cpp sample_user_handler.cpp): wesnothd: Add trailing newline after inactive account notice in /INFO for consistency 20110624 23:47:43-!- negusnyul [~negusnyul@145.236.67.3] has quit [Remote host closed the connection] 20110624 23:56:46-!- Johannes13_ [~Johannes@p5DF75CAB.dip.t-dialin.net] has joined #wesnoth-dev 20110624 23:56:46-!- Johannes13_ [~Johannes@p5DF75CAB.dip.t-dialin.net] has quit [Changing host] 20110624 23:56:46-!- Johannes13_ [~Johannes@unaffiliated/johannes13] has joined #wesnoth-dev 20110624 23:56:55-!- Johannes13 [~Johannes@unaffiliated/johannes13] has quit [Read error: Connection reset by peer] 20110624 23:58:30-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Ping timeout: 276 seconds] --- Log closed Sat Jun 25 00:00:58 2011