--- Log opened Mon Nov 21 00:00:37 2011
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20111121 00:09:26< anonymissimus> Soliton: thats about what I had in mind/tried
20111121 00:09:53< anonymissimus> although I guess just do_init_side is better
20111121 00:10:15< anonymissimus> thats what gets called by the replay code directly in case the side sends init_side
20111121 00:10:37< anonymissimus> in case it doesn't disconnect or quit
20111121 00:10:59< anonymissimus> fendrin: under what circumstances is that function called ?
20111121 00:11:08< anonymissimus> cfun_ai_execute_recruit
20111121 00:11:38< anonymissimus> is that function called even if no lua ai is present ?
20111121 00:12:18< Soliton> anonymissimus: you tried that and it failed?
20111121 00:12:53< anonymissimus> Soliton: I dont know why it failed...I'll give it another shot
20111121 00:12:53< Soliton> anonymissimus: you need to call init_side or otherwise make sure [init_side] is added to the replay.
20111121 00:13:00< anonymissimus> yep
20111121 00:13:52< anonymissimus> fendrin: cfun_ai_execute_recruit looks like a callback function which is only called by the lua ai coder
20111121 00:13:56< Soliton> (so do_init_side is not enough but you get the idea...)
20111121 00:14:23< anonymissimus> meaning if there is no lua ai in the scenario it's not called (as here)
20111121 00:19:11< fendrin> anonymissimus: Ah yes, thank you. That information is bringing me forward, at least I know where I don't have to search for the cause.
20111121 00:24:54< anonymissimus> fendrin: well why don't you set a breakpoint into that function and reproduce the test case ? so you could see that it is (probably) not called
20111121 00:25:36< anonymissimus> thats about what I'd do to be sure
20111121 00:26:02< fendrin> anonymissimus: hmm, good point. May I ask how exactly the test case is? It isn't exactly clear to me. What is a "survival style" scenario?
20111121 00:29:08< anonymissimus> fendrin: play any MP game with 2 human sides and an ai
20111121 00:29:17< anonymissimus> isars cross for instance
20111121 00:29:38< anonymissimus> survival is humans vs 1 powerful ai
20111121 00:30:33< fendrin> Cool, seems easy. Too bad that my workaround already fixed the crash. But I can reastate the bug.
20111121 00:31:33< anonymissimus> and it needs to be on the server
20111121 00:31:45< anonymissimus> the crash only happens for the non-host instance
20111121 00:32:24< fendrin> good to know
20111121 00:33:37< fendrin> Does that mean that I have to start several instances of Wesnoth and connect them to the mp server or is it enough with one instance and many virtual players?
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20111121 00:37:55< anonymissimus> the former
20111121 00:38:09< anonymissimus> at least 2 instances
20111121 00:38:36< anonymissimus> otherwise you don't have networked mp
20111121 00:39:06< anonymissimus> or even better 2 computers, but I never did that
20111121 00:48:26< anonymissimus> atm I'm seeing the usual quads-font-not-working-on-win-bug
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20111121 00:49:09< anonymissimus> in the titlescreen quick trai tip, and precisely the words enclose in ...
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20111121 00:58:39< fendrin> anonymissimus: Thank you, good night :-)
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20111121 01:32:45< anonymissimus> is it normal that in the first turn one doesn't get income addded to current gold ?
20111121 01:35:31< anonymissimus> at least ti worked now
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20111121 05:26:32< AI0867> Soliton: so, shards are shared by a number of threads, the number of which can vary depending on whether they're managed or not?
20111121 05:32:53< CIA-81> ai0867 * r52033 /trunk/src/network_worker.cpp: Flush buffers when closing a funtioning socket. This fixes a race between error messages and disconnections.
20111121 05:32:55< AI0867> Soliton: please verify ^
20111121 05:33:26< AI0867> flush_buffers *could* check return values, but I doubt this matters much
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20111121 07:52:18< zookeeper> anonymissimus, yes, that's how it's supposed to work.
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20111121 09:04:33< Soliton> AI0867: no, actually i was wrong before the total number of threads is shards times min_threads (--threads), so 7*30=210 threads for stable servers.
20111121 09:06:09< Soliton> AI0867: commit looks good.
20111121 09:17:32< Soliton> trunk server restarted.
20111121 09:20:50< zookeeper> Ivanovic, umm, boucman asked me to commit a patch which adds a new terrain type (the unwalkable overlay). is that acceptable compatibility breaking?
20111121 09:22:35< zookeeper> well... to be more precise he asked me to "handle" it and even the submitter noted that it's too late for 1.10, so i guess i'll just postpone it.
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20111121 11:13:22< Ivanovic> moin
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20111121 12:23:46< CIA-81> ivanovic * r52034 /trunk/po/ (wesnoth-dm/gl.po wesnoth-ei/gl.po): updated Galician translation
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20111121 16:51:32< brunowolff> I am seeing a weird error trying to rebuild the fedora rawhide wesnoth package for boost 1.48.
20111121 16:51:42< brunowolff> Have you guys already run into that?
20111121 16:52:11< brunowolff> An error on the foreach define in foreach.cpp is getting reported.
20111121 16:53:01< brunowolff> Rawhide still has the 1.8 version (though we will be switching soon).
20111121 16:54:22< brunowolff> Adding in: #include "shared_object.hpp" in language.cpp works around the problem, though i don't know why.
20111121 16:55:07< brunowolff> The error message is:
20111121 16:55:10< brunowolff> In file included from language.cpp:18:0:
20111121 16:55:10< brunowolff> foreach.hpp:6:17: error: ‘boost::BOOST_FOREACH’ has not been declared
20111121 16:56:13< Gambit> So if nobody has done it already, I'm thinking of emailing cjhopman and asking if he's still alive.
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20111121 17:02:21< Gambit> We always put out the fact that the game is free and the developers are unpaid and that there's no obligation to do feature X or Y. And that the game will only be what the people developing it want to be.
20111121 17:02:32< Gambit> But he is being paid. And he put out an unfinished product.
20111121 17:02:49< Gambit> This is even worse than the iOS port. It was incomplete. There were features that he promised. He even put out a time-table.
20111121 17:04:55< Gambit> And so once again we have people buying an incomplete product with no updates in sight and getting ripped off.
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20111121 17:13:09< mordante> servus
20111121 17:13:42< mordante> brunowolff, I saw that boost error mentioned in the logs a while ago, IIRC loonycyborg joined that discussion
20111121 17:14:18< loonycyborg> mordante: brunowolff: That problem is fixed in boost trunk.
20111121 17:15:01< loonycyborg> https://svn.boost.org/trac/boost/ticket/6131
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20111121 17:16:35< brunowolff> Thanks for that. I can report it to the boost maintainer.
20111121 17:18:05< Espreon> Gambit: Email him.
20111121 17:18:40< mordante> thanks loonycyborg
20111121 17:18:45< mordante> I'm off again, bye
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20111121 18:02:22< CIA-81> ai0867 * r52035 /trunk/src/server/server.cpp: Swap two arguments of the failed login logger. This fixes the single-failure-causes-ban issue.
20111121 18:02:23< AI0867> Espreon: ^
20111121 18:02:39< AI0867> I got the time and attempts mixed up
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20111121 18:05:41< AI0867> Soliton: you probably want to get this fix on the server asap too
20111121 18:07:23< AI0867> Gambit: he released some sources, which should certainly be easier to merge than the iOS port, but they're outdated and are missing instructions on how to build them...
20111121 18:08:08< AI0867> there are some scripts in the root, but they refer to things in the parent directory
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20111121 18:23:26< Soliton> AI0867: trunk server recompiled and restarted. i'll update 1.9 server later.
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20111121 18:56:35< Espreon> AI0867: Ah, I see. Well, thanks for fixing it.
20111121 19:05:14< Soliton> Espreon: please test on the trunk server together with the ban reason thingy.
20111121 19:05:21< Espreon> OK.
20111121 19:16:11< Espreon> AI0867: OK, new problem: after three incorrect tries, I could get in using my username.
20111121 19:16:47< Espreon> AI0867: The second time, I get this error: "Error in the login procedure (the server had no seed for your connection)."
20111121 19:17:00< Espreon> One more incorrect try, and I'm in.
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20111121 19:24:16< shadowmaster> Gambit: go ahead. If anyone had done so already I imagine they'd have mentioned that somewhere.
20111121 19:27:35< CIA-81> ai0867 * r52036 /trunk/src/server/server.cpp: Move seed erasure before new password request
20111121 19:27:37< AI0867> Espreon: ^
20111121 19:27:43< Espreon> Cool.
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20111121 20:10:12< mordante> servus
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20111121 20:10:58< Soliton> Espreon: everything working now?
20111121 20:11:22< Espreon> Let's see,
20111121 20:12:00< Espreon> Soliton: Yeah.
20111121 20:12:32< Soliton> well, if we discount that the server just crashed...
20111121 20:13:07< Soliton> AI0867: "src/network_worker.cpp:705: int::process_queue(void*): Assertion `lock_it != sockets_locked[shard].end()' failed."
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20111121 20:20:15< AI0867> Soliton: looking...
20111121 20:20:42< Soliton> AI0867: in general please log as early as possible so if something goes wrong we know pretty well where it went wrong. (re logging failed login)
20111121 20:21:26< AI0867> the socket_lock entry got removed??
20111121 20:22:20< AI0867> I didn't actually do anything to that
20111121 20:22:47< Soliton> ah, ok.
20111121 20:23:49< AI0867> if it's related to my commit, I can't see how
20111121 20:23:58< Soliton> last log entry before the assert: "rejected banned user. Reason: Maximum login attempts exceeded"
20111121 20:24:11< AI0867> k =/
20111121 20:24:21< Soliton> might be related to the flushing rather.
20111121 20:25:12< AI0867> may have to do with immediate disconnects
20111121 20:25:26< AI0867> I'll patch flush_buffers to check the socket state
20111121 20:34:47< Soliton> AI0867: just move the flush call one line up?
20111121 20:38:02< AI0867> could work
20111121 20:39:03< Soliton> i can test on the server if your tests can't verify that.
20111121 20:39:50< AI0867> please
20111121 20:40:58< AI0867> I don't see how control would move back to process_queue, but it would fix a latent issue in send_buf
20111121 20:41:23< AI0867> s/send_buf/send_buffer
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20111121 20:46:53< Soliton> process_queue() is done in a thread.
20111121 20:48:45< AI0867> yeah
20111121 20:49:16< AI0867> and flush_buffers certainly shouldn't queue more work
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20111121 20:50:41< Soliton> yeah, it sends directly which i'm not sure is allowed.
20111121 20:53:46< AI0867> close_socket already locks the socket
20111121 20:53:49< Soliton> another problem is that transmit_buf is called from different threads and there is no locking.
20111121 20:53:54< AI0867> so that shouldn't be a problem
20111121 20:54:33< Soliton> i mean using a socket from a different thread then it was created in.
20111121 20:55:06< Soliton> QTcpSocket from qt doesn't like that for example. no idea about the SDL stuff.
20111121 20:57:03< Soliton> AI0867: process_queue() doesn't lock the transmit_buf() call.
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20111121 20:59:12< Soliton> it locks while getting the buffer though so that might be enough.
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20111121 21:00:13< Soliton> AI0867: ah, flush_buffers() doesn't remove from outgoing_bufs.
20111121 21:00:24< AI0867> remove_buffers does that
20111121 21:01:10< Soliton> hmm, i see.
20111121 21:01:44< Soliton> isn't the buffer deleted twice there though?
20111121 21:02:03< Soliton> transmit_buf() deletes as well.
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20111121 21:02:29< Soliton> doesn't explain the assert though.
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20111121 21:04:12< AI0867> hmm
20111121 21:08:11< AI0867> looks like I made a mistake there
20111121 21:17:04< Soliton> send_buffer() locks as well, so not sure how flush_buffers() can work.
20111121 21:17:49-!- Ivanovic changed the topic of #wesnoth-dev to: 1.9.11 planned on Tuesday 22nd | String/feature-freeze active for trunk | 174 bugs, 326 feature requests, 13 patches | Logs: http://irclogs.wesnoth.org | Don't paste on IRC! Use a pastebin: http://pastebin.com | http://imagebin.org
20111121 21:18:28< Soliton> looks like you need to get the buffers out of outgoing_bufs, unlock and then send.
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20111121 21:24:00< AI0867> code is even more complex than I originally thought =/
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20111121 21:25:21< Soliton> threading is complicated if you don't have the big picture. and there is certainly not much documentation to get said big picture. :-P
20111121 21:26:09< Soliton> which means it'd be cool if you document a bit as you go along.
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20111121 21:27:03< Soliton> i've not looked too much into the low-level network code so i don't really have the big picture either.
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20111121 21:31:31< loonycyborg> Soliton: I've read Sirp's chapter in that book about FOSS software design when it was linked here.
20111121 21:31:57< loonycyborg> From what I gather threads are only used because SDL_net doesn't support async i/o
20111121 21:34:21< Soliton> loonycyborg: so when is migration to boost asio finished? :-)
20111121 21:35:11< loonycyborg> Probably that's incompatible with feature freeze :P
20111121 21:35:34< Soliton> for the server side there is no feature freeze!
20111121 21:36:20< loonycyborg> Really? Server seems the next logical target anyway.
20111121 21:36:36< loonycyborg> Probably will be simpler than clientside mp.
20111121 21:38:14< Soliton> the problem is that currently the network layer is used by client and server (which is cool) of course. but otherwise there is a new (server side) "release" whenever i rebuild the official servers...
20111121 21:39:29< Soliton> nevertheless it'd be nice to not ship a broken server with a wesnoth release though. ;-)
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20111121 21:41:48< mordante> I'm off bye
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20111121 22:10:53< AI0867> Soliton: I think the safest thing would be to revert r52033 for the time being
20111121 22:23:44< Soliton> AI0867: ok.
20111121 22:28:55< CIA-81> ai0867 * r52037 /trunk/src/network_worker.cpp: Revert r52033. This restores the race between error messages and disconnections.
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20111121 22:41:21< shadowmaster> wesbot: seen Elvish_hunter
20111121 22:41:21< wesbot> shadowmaster: The person with the nick Elvish_Hunter 1d 1h ago they left with the message: Quit: Ciao!
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20111121 23:14:32< gabba> 'evening
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20111121 23:16:01< gabba> anybody around that could give me a crash-course in wesnoth's game events system?
20111121 23:17:01< uncleshelby> Here is a page online: http://wiki.wesnoth.org/EventWML.
20111121 23:17:18< uncleshelby> I don't know if that's what you wanted.
20111121 23:17:44< uncleshelby> Or what you meant...
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20111121 23:27:23< gabba> I'm mainly interested in the difference between "raise" and "fire" and how they're implemented in the C++ code
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20111121 23:57:12< anonymissimus> gabba: you've read my messages from yesterday afternoon ?
20111121 23:57:37< gabba> anonymissimus: yep, and no I'm not sure about the assert
20111121 23:57:52< anonymissimus> 15 i'clock GMT (i think)
20111121 23:58:04< gabba> fire does call raise, isn't it?
20111121 23:58:29< gabba> I'm not really sure of the difference between fire and raise, so any explanations would really help
20111121 23:58:54< anonymissimus> the difference raise vs fire seems to be that raise is called if the engine needs to delay an event
20111121 23:59:22< anonymissimus> that is, the C++ code isn't ready to execute a wml block at the point where the event is raised
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20111121 23:59:36< anonymissimus> otherwise, fire is used
--- Log closed Tue Nov 22 00:00:09 2011