--- Log opened Wed May 21 00:00:43 2014
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20140521 03:21:47< irker448> wesnoth: Chris Beck wesnoth:master d11fa925435b / src/ (map_location.cpp map_location.hpp): clean up map_locations.hpp, put inline bodies at end http://git.io/6rXbIg
20140521 03:21:49< irker448> wesnoth: Chris Beck wesnoth:master 91c87253389f / src/ (map_location.cpp map_location.hpp): inline get_adjacent, tiles_adjacent, distance_between (map_locations) http://git.io/EKplFA
20140521 03:21:51< irker448> wesnoth: Chris Beck wesnoth:master 7f5617f96a38 / src/map_location.hpp: refactor tiles_adjacent, use jump tables instead of math abs http://git.io/yfhMvw
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20140521 03:39:41< Necrosporus> Khalifate is mentioned in core, but I don't see any units
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20140521 03:40:18< Necrosporus> ./core/macros/names.cfg:#define KHALIFATE_NAMES
20140521 03:40:30< Necrosporus> Is it going to mainline?
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20140521 03:52:38< shadowm> Still on 1.10? Try 1.11.x.
20140521 03:52:48< shadowm> The answer is: no, it is not going to be mainline.
20140521 03:52:55< shadowm> It already is in mainline.
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20140521 04:16:15< Necrosporus> Though it's quite strange if names were already defined in 1.10 but not used anywhere
20140521 04:16:49< vultraz> In 1.9.6, the Khalifate were added to mainline for the first time
20140521 04:16:56< vultraz> in 1.9.8, they were removed
20140521 04:17:03< vultraz> 1.10 did not ship with them
20140521 04:17:11< vultraz> Midway through 1.11, they were added again
20140521 04:17:39< Necrosporus> But their names were not removed in 1.9.8
20140521 04:18:02< vultraz> Probably something that was forgotten
20140521 04:18:08< vultraz> It doesn't matter
20140521 04:21:41< shadowm> They were removed in 1.9.10, vultraz.
20140521 04:21:58< Necrosporus> anyway, in 1.10 I get replay OOS errors, I guess I have to find their source... or not?
20140521 04:22:38< Necrosporus> gfgtdf said attack event should not have problems with [move_unit]
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20140521 04:38:59< iceiceice> Necrosporus: there is most likely no one here who fully understands the subtleties of 1.10 syncing, its really *most* relevant to MP add-ons, although having crazy cutscene scenarios not result in broken replays is good too
20140521 04:38:59< iceiceice> i would guess the person who understands it the best is EP, based on this bug report he filed: https://gna.org/bugs/index.php?21697
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20140521 04:40:12< iceiceice> seriously, i strongly urge you to just use 1.12, it will most likley just make all these problems go away for you
20140521 04:41:57< Necrosporus> iceiceice, I see your point, but if I encountered a bug, it means I should find why it happens, instead of just making it go away, no?
20140521 04:42:20< iceiceice> the thing is, we probably wont make bugfix releases for 1.10
20140521 04:42:20< Necrosporus> I already 'fixed' this problem by using moveto instead of attack
20140521 04:42:34< iceiceice> it is what it is pretty much,
20140521 04:42:55< iceiceice> if there is like a major security problem then sure we might patch,
20140521 04:43:17< iceiceice> but 1.10 is lame duck now
20140521 04:44:04< iceiceice> if it was a bug in a part of the code that hadnt changed then yeah lok into it i guess
20140521 04:44:19< iceiceice> but if you find a bug that you cant reproduce on 1.12 we probably wont do anything about it in 1.10
20140521 04:44:50< shadowm> s/probably/almost certainly/
20140521 04:45:25< iceiceice> shadowm: i recently changed travis config so that it requires the C++ unit tests to pass, and the wml unit tests to pass
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20140521 04:45:37< iceiceice> because i got everything working in an apparently stable way
20140521 04:45:45< iceiceice> i asked in the channel if thats something i need to email the list about and no one responded
20140521 04:45:48< shadowm> (why am i suddenly being informed of this?)
20140521 04:46:08< iceiceice> because i feel like if theres anyone who will *know* if something "needs to be discussed on the list" its you
20140521 04:46:37< iceiceice> maybe thats not correct but anyways its my impression :)
20140521 04:47:45< shadowm> Well, I honestly don't know. Our usage of travis began relatively recently (some time after we moved to GitHub), and I don't remember even _that_ being discussed in the ML at the time -- assuming I didn't miss it.
20140521 04:48:12< iceiceice> ok
20140521 04:48:23< iceiceice> i think i will just write a short email to the list so no one feels surprised i guess
20140521 04:48:30< shadowm> I don't think all developers here know about unit tests or understand their importance, though...
20140521 04:49:02< shadowm> Mainly because, as we know, unit tests had been completely broken for _several_ releases (which aren't made that frequently to begin with).
20140521 04:49:58< shadowm> So if you start seeing people inadvertently break tests without bothering to fix them, you might want to lecture them on the topic.
20140521 04:51:13< shadowm> Alternatively, we could have a wiki page with general instructions on the matter -- perhaps also including hints about adding new tests and building and running them on other platforms.
20140521 04:51:47< iceiceice> ok
20140521 04:51:51< shadowm> In fact, a wiki page would prove far more versatile than personalized lectures in the long term.
20140521 04:52:17< shadowm> I'm just throwing ideas around. I'm not volunteering to do any of this. :)
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20140521 04:53:59< shadowm> It's just that the concept of regression testing seems to be better known and understood among professional coders, and I get the impression that at least half of us (including me) aren't such.
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20140521 04:55:21-!- wesbot changed the topic of #wesnoth-dev to: 1.11.14 (1.12 beta 5) is too buggy to be announced | string+feature freeze active on 1.12 | 239 bugs, 344 feature requests, 28 patches | Logs: http://irclogs.wesnoth.org | Alternate logs: http://wesnoth.debian.net | Don't paste on IRC! Use a pastebin: http://pastebin.com | http://imagebin.org
20140521 04:57:24< iceiceice> yeah i mean me either
20140521 05:10:30< iceiceice> idk my motivation is more pragmatic than based on "what professional coders do"
20140521 05:10:43< iceiceice> its just too hard to test most of this stuff manually
20140521 05:10:53< iceiceice> and the users just dont really do it for us
20140521 05:11:17< iceiceice> also theres alot of things i would like to do / fix that i'm just not confident to do correctly / actually improve the situation unless i had tests supporting me
20140521 05:11:53< shadowm> Yeah, obviously, I was just talking about familiarity with the concept and demographics.
20140521 05:11:58< iceiceice> y
20140521 05:12:36< shadowm> Non-professionals are more likely to have only ever contributed code to Wesnoth -- and Wesnoth's workflow up to this point has been more like a perpetual state of anarchy.
20140521 05:13:07< shadowm> Which is a Bad Thing™.
20140521 05:13:37< shadowm> Give people too much power and suddenly you have no laws to protect you from harm.
20140521 05:14:29< iceiceice> y i mean
20140521 05:14:39< iceiceice> i think that testing is inevitable for the project to progress
20140521 05:14:57< shadowm> Which is pretty much why we've had unit tests since 2008.
20140521 05:15:19< shadowm> Except that nobody really made it a policy to care about them.
20140521 05:17:09< shadowm> But now (since mid-last-year) we have automated build reports, and if the unit test suite is required to pass for a build to be reported as 'successful', then I hope people will actually acare.
20140521 05:17:13< shadowm> care.
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20140521 05:20:59< Necrosporus> does [role] use RNG?
20140521 05:21:34< shadowm> I don't think so. Someone would have to check the implementation.
20140521 05:22:15< shadowm> Nah, it's deterministic.
20140521 05:22:27< Necrosporus> So it's not cause of desync
20140521 05:22:57< Necrosporus> What about moveto event when target hex is occupied?
20140521 05:23:03< Necrosporus> oh
20140521 05:23:05< Necrosporus> [move_unit]
20140521 05:23:18< shadowm> I can't say for sure, since MP is not my domain, and the specific method used to find a suitable unit for [role], while purely deterministic by itself, depends on less deterministic factors.
20140521 05:25:09< shadowm> More specifically, the unit_map implementation.
20140521 05:27:30< shadowm> I don't mean I _know_ for sure whether it's deterministic or not. I have no idea how unit_map is implemented since it's not my field and I'm more of a single-player-minded person in general, so I tend to work with a mental model accounting for a single gamestate that remains known and consistent through a given script's lifetime.
20140521 05:27:35< shadowm> *throughout
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20140521 05:29:17< Necrosporus> Does role have any magic when unit having role is killed or role should be assigned right before the cutscene?
20140521 05:29:22< shadowm> Although my past experience from the client side shows that there might be some correlation between the unit_map order and the unit construction order, that's just my personal guess and it lays upon questionable foundations.
20140521 05:29:43< shadowm> No, role is just a flag you assign to a unit, so it'll die with the unit.
20140521 05:31:22< Necrosporus> So I guess I should add [modify_unit] [filter] role=somerole [/filter] role= [/modify_unit] before assigning a role to make sure only one unit has it?
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20140521 05:32:30< shadowm> I mean, for most intents and purposes you can regard it as a glorified unit [variables] entry moved up a level and optimized for SUF lookups (including those used by the [role] action itself).
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20140521 05:33:29< shadowm> So it is possible that more than one unit has the same role, but if you try to match a unit with the role, you should always get the same unit unless unit_map isn't implemented the right way.
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20140521 05:34:02< shadowm> My conjecture is that the first unit matched will be the first to have been internalized in the unit_map.
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20140521 05:35:26< shadowm> This stuff really should be documented somewhere accessible to UMC authors, seeing as how it's become more and more relevant to them as time has gone by.
20140521 05:35:47< Necrosporus> shadowm, http://pastebin.com/sjHJN9JY I use this code currently
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20140521 05:38:03< shadowm> OK, so I was almost certain [role] would try to match a unit with the requested role first just in case (either to retrieve it or remove the role from it), but I see nothing in the source that suggests such a thing is taking place. :\
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20140521 05:38:59< Necrosporus> Also, SUF with role = always matches only one unit?
20140521 05:39:10< shadowm> So I guess it is actually possible to request the same role twice with different filters to match a different unit each time and end up with two units sharing the role.
20140521 05:39:16< Necrosporus> Then is there a way to clear role?
20140521 05:39:46< shadowm> None as far as I know that doesn't involve serializing the unit and clearing its role yourself.
20140521 05:40:35< shadowm> It is possible, however, to use an [or] subfilter in [role] with the role attribute.
20140521 05:40:37< Necrosporus> [role] [and] role=somerole [/and] role= [/role] ?
20140521 05:41:18< shadowm> Well, [and] would cause the [role] to fail if there's no unit with the role.
20140521 05:41:37< shadowm> And if the filter contains nothing but that, well, it'd be a meaningless action.
20140521 05:42:03< shadowm> "Find the unit with the role X and assign it the role X" -- essentially, the equivalent of adding zero.
20140521 05:42:36< Necrosporus> shadowm, it was meant to "find unit with role X and assign it to no role"
20140521 05:42:51< shadowm> Oh, an empty role.
20140521 05:43:37< shadowm> Yeah, I think that would work.
20140521 05:44:15< shadowm> But if you are getting sync issues with [role], I doubt that'll really help -- or at least, it may not _always_ help.
20140521 05:45:42< shadowm> Of course, there's a relatively easy way to know whether role is the culprit or not.
20140521 05:46:24< shadowm> Namely, executing something along the lines of `[message] role= message="I have the role!" [/message]` on both hosts.
20140521 05:46:45< Necrosporus> my scenario is single player
20140521 05:47:16< shadowm> Same applies to replays.
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20140521 05:48:43< Necrosporus> shadowm, in replay it's reported that unit speaking was not same which spoken in game
20140521 05:49:00< Necrosporus> And it was on 1.11
20140521 05:49:18< Necrosporus> or not...
20140521 05:49:21< shadowm> But again, if [role] somehow gave different results in both instances, it's not [role]'s fault per se, but rather the unit_map's contents differ between both runs (that'll give you issues with any unit matching operation, not just [role]), or unit_map is broken.
20140521 05:49:30< shadowm> *it'd not be
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20140521 07:54:34< groggy> zookeeper: when you took the Castelfranc and Romyr entries out of Geography, you left them in the wmllint: general spellin exceptions. was that deliberate, for any umc that may already be featuring those towns?
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20140521 08:34:43< AI0867> gfgtdf: maybe? I actually hear you should define _UNICODE and that the includes will do the rest, but I don't have a windows machine to test things out on
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20140521 08:52:43< irker155> wesnoth: Elvish_Hunter wesnoth:master f3012b50db4b / data/tools/GUI.pyw: wmllint GUI: used a smaller icon for the Browse button, and made the entry fill http://git.io/ifNenA
20140521 08:52:43< irker155> wesnoth: Elvish_Hunter wesnoth:master 241015fa05d8 / data/tools/GUI.pyw: wmllint GUI: made two labelframe labels shorter http://git.io/xgjMgQ
20140521 08:52:44< irker155> wesnoth: Elvish_Hunter wesnoth:master 82e1126094bb / data/tools/GUI.pyw: wmllint GUI: removed verbs from option labelframe labels http://git.io/KVrT0g
20140521 08:52:45< irker155> wesnoth: Elvish_Hunter wesnoth:master ef81cbad61d3 / data/tools/GUI.pyw: wmllint GUI: moved the exit button to the right side of the window http://git.io/NKVWAw
20140521 08:52:46< irker155> wesnoth: Elvish_Hunter wesnoth:master 385384de86f8 / data/tools/GUI.pyw: wmllint GUI: verbosity level radiobutton, Normal -> Terse http://git.io/7WUnMQ
20140521 08:52:47< irker155> wesnoth: Elvish_Hunter wesnoth:master 2dbca0c3f128 / data/tools/GUI.pyw: wmllint GUI: avoid showing a blank Tk window if the program is run outside of a http://git.io/8HgWGQ
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20140521 09:15:15< zookeeper> groggy, not deliberate, but i guess it makes some kind of sense for them to stay there since someone somewhere is probably using them.
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20140521 09:39:34< irker155> test /home/ai
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20140521 11:47:05< aquileia> AI0867: If you need a Windows specific patch tested...
20140521 11:48:17< aquileia> AI0867: And by the way, PR 155 might be one hurdle further: SDL_mixer 1.2.12 on Pandora exists (not tested yet, though)
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20140521 12:30:55< AI0867> aquileia: I believe it's Mix_LoadMUSType or something like that
20140521 12:31:11< AI0867> ah, yes, Mix_LoadMUSType_RW
20140521 12:34:39< AI0867> a recent change on the 1.12 branch is now causing the unit tests to fail, it seems
20140521 12:35:03< AI0867> it happened somewhere between the latest force push and 2 hours ago
20140521 12:36:15< AI0867> http://wesnoth.org:8080/job/Wesnoth/147/branch=1.12,compiler=default,label=Debian7-64/console
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20140521 12:41:14< AI0867> shadowm: unit_map should be deterministic again, ordered by (underlying) unit ID
20140521 12:41:50< aquileia> But I think it wasn't in 1.10, which Necrosporus is using...
20140521 12:43:33< AI0867> aquileia: hmm, yeah, I think 1.10 still has the non-deterministic one, with different orderings in replays
20140521 12:44:06< AI0867> shadowm, Necrosporus ^
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20140521 12:45:47< aquileia> zookeeper, noy: Captain Wrathbow and I agreed to use the 501 YW slot (Eldred hires 10.000 khalifate mercenaries against Delfador)
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20140521 12:47:13< aquileia> The plot draft (warning: massive spoilers) is here: https://github.com/aquileia/Anabasis/blob/master/plot_draft.html
20140521 12:49:23< aquileia> I hope you will agree that we reasonably reconciled recorded history and our campaign. I'd be happy to hear if you have issues or advice
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20140521 12:59:14< AI0867> aquileia: I'm mostly seeing a description of an interesting bit of history. While there's some details regarding the scenarios and you can imagine how it would translate, the "wesnoth part" seems a bit lacking
20140521 12:59:44< AI0867> though it's somewhat amusing that you'll use an arab-inspired faction to play the part of the greeks
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20140521 13:01:18< zookeeper> well i can't really have any input on the plot until it becomes a wesnoth plot :p
20140521 13:02:46< AI0867> yeah
20140521 13:04:34< zookeeper> the only thing that has anything to do with the timeline is that one paragraph
20140521 13:05:01< zookeeper> and it just describes the general idea of the backstory immediately preceding the campaign, i presume
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20140521 13:07:38< zookeeper> that said...
20140521 13:09:47< zookeeper> how does he hire a huge amount of khalifate mercenaries in the span of what's presumably a few months at best? some groups of mercenaries i can imagine hanging around that close to wesnoth that they could be contracted quickly there and then
20140521 13:10:21< zookeeper> but you're implying basically an army of them
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20140521 13:13:19< zookeeper> after the battle at the ford, both eldred and delfador basically scrambled to gather whatever troops they could as quickly as possible and delfador even got to weldyn first
20140521 13:14:06< zookeeper> eldred coming up with 10000 khalifate mercenaries just like that doesn't really make sense without further explanation
20140521 13:14:43< AI0867> yeah, he'd need to have hired them ahead of time and hidden them near the ford as a backup force
20140521 13:15:41< zookeeper> yeah, or they could have been fired to fight in the war against the orcs (maybe on a different front)
20140521 13:15:46< zookeeper> err, s/fired/hired
20140521 13:17:33< AI0867> I'm thinking backup in case his personal guard won't cut it
20140521 13:17:50< AI0867> tell them his treacherous brother might try something
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20140521 13:22:15< zookeeper> as for other places in the timeline to weave them in, why not this? "417 YW Ending years of strife and division, Garard I seizes the throne and becomes king of Wesnoth"
20140521 13:22:19< aquileia> AI0867, zookeeper: I agree it's hard to explain how he got them in such a short timespan.
20140521 13:22:38< zookeeper> plenty of room there for a mercenary company to tie into how he actually got on the throne
20140521 13:23:07< aquileia> But Cyrus/Eldred had plotted for the throne for years
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20140521 13:23:40< aquileia> So when he needed his khalifate friends, they were at the ready
20140521 13:24:46< aquileia> That's in fact what Cyrus did: He bought the Greeks friendship long in advance
20140521 13:25:04< aquileia> s/Greeks/Greek's
20140521 13:25:54< zookeeper> unless i'm mistaken, garard I's life is not really told about anywhere, so you could come up with all sorts of things with where he had been and doing what and why there were khalifate mercenaries involved
20140521 13:27:07< aquileia> Noy would have to say whether 417 is an option... officially, there was next to no contact between the khalifate and Wesnoth until 500
20140521 13:27:43< zookeeper> well, a mercenary company isn't very official contact
20140521 13:27:57< aquileia> but 10000 of them?
20140521 13:28:07< zookeeper> there wouldn't be 10000
20140521 13:30:03< aquileia> They crushed an army several times their own number... the Wesnothian crown would have a huge army
20140521 13:30:41< zookeeper> who says they crushed anyone's army? i'm talking about a potential different spot in the timeline, which of course implies a different plot
20140521 13:31:14< zookeeper> if you do already know what plot you want and are just looking where to put it, then i can't help with _that_
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20140521 13:31:52< zookeeper> but if as you IIRC said earlier are looking for places and ways to tie the khalifate into the official timeline, then that'd be my first suggestion
20140521 13:32:45< aquileia> It's not about leaving the plot as-is, but I can't just revamp the plot without Wrathbow's approval - he's the team lead after all
20140521 13:33:22< aquileia> zookeeper: I'll tell him of your idea
20140521 13:33:53< aquileia> And I'm glad for the advice
20140521 13:35:41< aquileia> Oh... and now I'll have to leave or I'll be late for an appointment... bye, and thanks again AI0867 and zookeeper
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20140521 13:38:45< zookeeper> i'll just drop some basic brainstorming material while i'm at it:
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20140521 13:41:24< zookeeper> well... i guess i don't have anything that specific :p
20140521 13:42:14< zookeeper> it's just a big blank space in the timeline, a period of division and conflict which ends when one guy prevails and manages to establish some stability
20140521 13:42:14< AI0867> https://flattr.com/catalog/search?q=wesnoth&x=0&y=0 ← 6 results. Do we know where any of these go to?
20140521 13:45:18< zookeeper> you can have garard align himself with khalifate mercenaries or fight against someone who has hired them. and maybe they do communicate with their leaders back home, who have some ulterior agenda. endless possibilities, really.
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20140521 13:48:32< zookeeper> if they're mercenaries, then their presence would be easily explained by them simply seeking out conflicts and fighting for the highest bidder
20140521 13:56:21< zookeeper> or another alternative would be around 609-624 (between TSG and EI); the southern human settlements seen in TSG basically border the southern desert, so that's a natural place to have contact. elves, mermen, drakes, dwarves, all have conveniently placed potential habitats in the vicinity :p
20140521 13:57:32< zookeeper> i can't come up with any actual plot ideas there off the top of my head, though
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20140521 13:59:17< zookeeper> oh dear, the history has an inconsistency: "Kai Laudiss slain by poisoned orcish dart" <- everyone knows poison doesn't _kill_ you
20140521 13:59:41< EliDupree> Yes, but poison darts can :p
20140521 13:59:58< zookeeper> yes, but then saying that it was poisoned is as redundant as saying that it was made of steel!
20140521 14:00:17< EliDupree> If that's your biggest problem with Wesnoth history... :p
20140521 14:01:31< zookeeper> i guess it very well might not be
20140521 14:03:50< zookeeper> also, "673 YW Konrad II dies, bringing the Garardine Dynasty to an end. Second Wesnothian civil war begins." <- another potential tie-in period
20140521 14:04:05< zookeeper> whenever there's a civil war, mercenaries should be easy to include :p
20140521 14:11:11< zookeeper> and aside from an origin story, the only way i see to really tie them in as something other than mercenaries would be something like a 799-900 YW full-scale invasion
20140521 14:12:20< zookeeper> ...as long as we're talking of tieing them in with wesnoth specifically. of course wesnoth as a kingdom doesn't need to be involved, there's plenty of others to fight with.
20140521 14:14:18< zookeeper> s/799/700
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20140521 14:20:39< Necrosporus> AI0867, so [role] in attack event in 1.10 could cause replay errors?
20140521 14:30:34< Necrosporus> EliDupree, so you are Elvish Pillager? I read this https://gna.org/bugs/index.php?21697 and I encountered replay errors, which presumably caused by custom event called from attack event which use [move_unit]
20140521 14:33:31< EliDupree> I am; I can't tell what the problem is from what you've said so far
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20140521 14:39:23< AI0867> Necrosporus: yes, it might not pick the same unit in the replay
20140521 14:40:20< AI0867> so if multiple units match whatever filter you used, and the role is then used to decide something other than interface stuff, you can get OOS or replay errors, if what I said is correct
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20140521 14:43:21< Necrosporus> EliDupree, ofc you can't, but you can say whenever it worth debugging. I already seemingly made the problem go away by replacing attack event with moveto (1.10) , but maybe it worth reverting to older version and trying to debug the problem?
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20140521 14:45:07< Necrosporus> or rather move on and just use what works
20140521 14:49:30< AI0867> iceiceice: http://wesnoth.org:8080/job/Wesnoth/147/ ← do you have any idea what might be going wrong with the debian 1.12 builds here?
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20140521 14:49:45< iceiceice> i took a look but i havent figured it out
20140521 14:49:50< AI0867> http://wesnoth.org:8080/job/Wesnoth/branch=1.12,compiler=default,label=Debian7-64/
20140521 14:51:52< iceiceice> so just clicking on the "previous build, next build" options,
20140521 14:52:05< iceiceice> it looks like all the lights were blue on may 9
20140521 14:52:05< iceiceice> http://wesnoth.org:8080/job/Wesnoth/132/
20140521 14:52:07< iceiceice> then everything went haywire
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20140521 14:54:17< iceiceice> looking at the console of what you sent:
20140521 14:54:28< iceiceice> it looks like gui 2 unit tests are throwing an exception?
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20140521 14:56:28< iceiceice> AI0867: heres a commit i pushed to master to fix the ./test-debug segfaulting
20140521 14:56:28< iceiceice> https://github.com/wesnoth/wesnoth/commit/e33556d4ddcff693061b9f71f5059d1f40f08415
20140521 14:56:28< iceiceice> i dont remember if i backported to 1.12
20140521 14:58:20< iceiceice> hmm looks like you did
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20140521 15:01:53< iceiceice> hmm so there is no way to correlate the jenkins builds with git?
20140521 15:10:29< iceiceice> AI:
20140521 15:12:01< iceiceice> i think i'm going to add "static" to the const config & line here: https://github.com/wesnoth/wesnoth/blob/master/src/tests/gui/test_gui2.cpp#L498
20140521 15:12:03< iceiceice> on 1.12 and master
20140521 15:12:17< iceiceice> and see if that fixes it
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20140521 15:23:11< irker100> wesnoth: Chris Beck wesnoth:1.12 fc1ca38b6daf / src/tests/gui/test_gui2.cpp: make all local variables static in gui2 test wrappers http://git.io/lMMxqg
20140521 15:31:46< irker100> wesnoth: Chris Beck wesnoth:master acf37765273b / src/tests/gui/test_gui2.cpp: make all local variables static in gui2 test wrappers http://git.io/chmlIA
20140521 15:33:13< iceiceice> AI0867: ^^
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20140521 15:34:45< shadowm> AI0867: Okay, so it was broken before -- sounds familiar.
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20140521 15:38:57< iceiceice> shadowm: do you know if we can request jenkins to try another build/
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20140521 15:39:54< iceiceice> ooh i can log in with github credentials hmm...
20140521 15:40:27< shadowm> I don't even know how to use jenkins.
20140521 15:41:38< iceiceice> y w/e we'll see if it passes tomorrow i guess
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20140521 15:51:55< shadowm> You know, there are many non-native speakers in this channel.
20140521 15:54:30< iceiceice> what exactly do you think i should have said more clearly?
20140521 15:54:44< iceiceice> is w/e not universal for "whatever"
20140521 15:55:12< shadowm> I wouldn't expect everyone here to be well familiarized with Internet slang like that.
20140521 15:55:50< iceiceice> ok
20140521 15:55:50< iceiceice> will keep in mind
20140521 15:56:09< shadowm> There's a reason even in the forums we have guidelines against txtspk.
20140521 15:58:24< iceiceice> ok i think theres a double standard though
20140521 15:58:33< iceiceice> surely you agree "iirc" and "iiuc" are acceptable?
20140521 15:58:40< iceiceice> or are those also unacceptable
20140521 15:58:41< iceiceice> i think those are textspeak
20140521 15:58:52< shadowm> Those are far too common and can be found in the wiki as well.
20140521 15:58:59< iceiceice> this is an online chatroom afterall
20140521 15:59:05< shadowm> http://wiki.wesnoth.org/Glossary#General_Acronyms
20140521 15:59:56< iceiceice> ok, i guess i thought w/e was more widespread
20140521 16:00:37< shadowm> They are also all for whole phrases rather than single words that can be quickly typed in their entirety or even omitted.
20140521 16:02:31< iceiceice> idk, gtg is pretty short
20140521 16:02:43< iceiceice> the list is clearly far from exhaustive
20140521 16:02:44< iceiceice> don't have "idk" or "lol"
20140521 16:02:57< iceiceice> lol could just be "haha" but still you will never get rid of that one
20140521 16:03:03< shadowm> Why would we have 'lol' when even foreign speakers use it as a matter of daily routine? :p
20140521 16:03:19< iceiceice> actully many of these are not widespread, i think i learned many from wesnoth
20140521 16:03:19< iceiceice> i didnt know QFT
20140521 16:03:38< iceiceice> or RTFM, i dont remembe rif i knew OTOH
20140521 16:06:58< AI0867> iceiceice: you can correlate them using the git describe command I run before scons. The commit may not be in your repo though, as force pushes tend to generate merge commits on the server's side
20140521 16:06:59< Crendgrim> BfWtOSGWRAOAE.
20140521 16:07:20< AI0867> so there may be a couple of builds where you can't really tell when they were
20140521 16:08:02< iceiceice> :(
20140521 16:11:18< iceiceice> Crendgrim: ok i'm stumped
20140521 16:11:52< iceiceice> AI0867: it might be that we can figure out the problems by just running with build=debug
20140521 16:12:00< iceiceice> or some of them
20140521 16:12:07< AI0867> Battle for Wesnoth, the Open Source Game with Rampantly High Amounts of Acronyms Everywhere
20140521 16:12:29< AI0867> BfWtOSGwRHAoAE
20140521 16:12:34< Crendgrim> oh right
20140521 16:12:41< Crendgrim> I forgot the h.
20140521 16:13:22< shadowm> Give me a mnemonic for that.
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20140521 16:14:02< AI0867> I just remember the phrase
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20140521 16:22:04< happygrue> better add that one to the wiki
20140521 16:22:26< AI0867> I think it's probably on there
20140521 16:22:29< happygrue> hehe
20140521 16:22:34< AI0867> wesbot: BfWtOSGwRHAoAE?
20140521 16:22:38< AI0867> shikadibot: BfWtOSGwRHAoAE?
20140521 16:22:38< shikadibot> AI0867: Battle for Wesnoth, The Open-Source Game With Rampantly High Amounts Of Acronyms Everywhere. (BFWTOSGWRHAOAE)
20140521 16:22:45< happygrue> \o/
20140521 16:23:45< AI0867> it's also in the fortunes:
20140521 16:23:45< AI0867> Battle for Wesnoth, The Open-Source Game With Rampantly High Amounts Of Acronyms Everywhere.
20140521 16:23:48< AI0867> (BFWTOSGWRHAOAE).
20140521 16:26:12< happygrue> good stuff.
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20140521 17:09:52< Necrosporus> When 15 is going to be released?
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20140521 17:10:02< Necrosporus> What's less buggy, 13, 14 or master?
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20140521 17:11:18< Necrosporus> iceiceice, I think you are right, I should use 1.11 for my next scenario as 1.10 seem to cause to much trouble..
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20140521 17:24:04< RiftWalker> thunderstruck: Hi
20140521 17:28:43< Ivanovic> Necrosporus: the head of branches/1.12
20140521 17:31:42< Necrosporus> Ivanovic, I'm not sure what do you mean
20140521 17:31:53< Necrosporus> If I download and build master.zip is it?
20140521 17:36:04< shadowm> master and 1.12 are two different branches. 1.12 is for 1.11.x and 1.12.x, and master is for 1.13.x.
20140521 17:36:45< shadowm> Also, if you want to track future changes without redownloading the whole thing each time, you should clone the repository instead of downloading the snapshot zip, which only contains a copy of the working tree.
20140521 17:37:03< Necrosporus> What's difference between branch and tag?
20140521 17:37:11< iceiceice> y thats the closest you will get to "auto updates" to the project
20140521 17:37:12< shadowm> We only tag releases.
20140521 17:37:32< Necrosporus> So tag is a state of branch at given time?
20140521 17:37:35< shadowm> So the tags only contain the source code state we deemed suitable for that given release.
20140521 17:37:39< shadowm> Yes.
20140521 17:37:46< Necrosporus> Like "bookmark for specific comment number"
20140521 17:37:53< iceiceice> y, branches move forward
20140521 17:37:55< iceiceice> tags do not
20140521 17:37:57< Necrosporus> * commit
20140521 17:38:02< iceiceice> exactly
20140521 17:38:12< shadowm> In fact I think mercurial would call them bookmarks.
20140521 17:39:21< shadowm> Or maybe not -- it seems that's a separte concept there.
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20140521 18:31:50< thunderstruck> RiftWalker: Hi. How's going?
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20140521 19:46:13< gfgtdf> iceiceice: i'll backport the my check victory changes now ok ?
20140521 19:46:24< iceiceice> y ok i didnt test yet
20140521 19:46:27< iceiceice> im trying to fix sigurds thing
20140521 19:46:32< iceiceice> it looks good though
20140521 19:46:57< gfgtdf> iceiceice: what is "sigirds thing" ?
20140521 19:47:01< iceiceice> i also pushed a small change to master after you in that function, i plan to test both together
20140521 19:47:14< iceiceice> trying to figure out whats going on here:
20140521 19:47:14< iceiceice> https://gna.org/bugs/?20895
20140521 19:47:26< iceiceice> something about assertion failure when you use the default map generator and reload the game
20140521 19:47:39< iceiceice> strangely i cant reproduce on master yet though, with the wesnoth-debug executable
20140521 19:47:44< iceiceice> using his testbed
20140521 19:47:55< iceiceice> i'm going to try with the regular executable now
20140521 19:49:29< iceiceice> i slightly modified his test bed to include an mp campaign
20140521 19:49:43< iceiceice> idk im not getting any assertion failure :hmm:
20140521 19:50:02< gfgtdf> iceiceice: i dont see why we need an "id" attribute in scenarios that were sended over teh network.
20140521 19:50:55< gfgtdf> iceiceice: ok Solition said weird things will happen otherwise
20140521 19:50:57< iceiceice> you're right we probbly dont but if the codepaths get merged i guess it cant hurt
20140521 19:51:04< iceiceice> *don't have to
20140521 19:57:29< gfgtdf> iceiceice: hm i think sp savegames dont need a scenario 'id' to load
20140521 19:58:19< iceiceice> i tried to load as both SP and MP campaign
20140521 19:58:21< iceiceice> in master
20140521 19:58:27< iceiceice> and reload the start of scenario saves
20140521 19:58:51< iceiceice> and it seemed to work
20140521 19:58:51< iceiceice> on both wesnoth and wesnoth-debug
20140521 19:58:51< iceiceice> so we must have fixed this accidentally :)
20140521 19:58:52< iceiceice> or i'm not testing right or smth
20140521 19:59:19< iceiceice> i'm going to try on 1.12 branch now
20140521 20:01:08< gfgtdf> iceiceice: ok i missread the bug report and i didn see hes talking abotu start of scenario saves ....
20140521 20:01:34< iceiceice> y its a freaking long report
20140521 20:02:42< iceiceice> btw i learned that thing i did in the header of map_location probably doesnt work
20140521 20:03:06< iceiceice> apparently C++ can never inline expand constructor calls
20140521 20:03:06< iceiceice> only if it is a POD data type
20140521 20:03:22< iceiceice> will it reduce something like "loc == map_location::null_location" to integer checks
20140521 20:03:35< iceiceice> also i guess most likely it won't inline things with switch , case
20140521 20:03:49< iceiceice> and the thing you were saying about dont make the local variable static is correct,
20140521 20:03:55< iceiceice> if the compiler decides not to inline the function,
20140521 20:04:07< iceiceice> what will happen is every compilation unit will get its own copy of the static variable
20140521 20:04:17< iceiceice> so its better to just be a local const variable
20140521 20:05:00< iceiceice> so i think i will try to make map_location be a POD
20140521 20:05:13< iceiceice> but i dont want to do it now because i need to stop changing that header or everyone else will stop working :)
20140521 20:06:36< gfgtdf> iceiceice: did you oserve serious perforamce losses by the implementation. making it a POD without that doesnt seem liek a good idea
20140521 20:07:40< iceiceice> no i didnt measure but from what i understand when you have lots of little operations that just manipulate liek 2 integers or something its usually significantly better to inline
20140521 20:08:10< iceiceice> making it POD is easy, the only thing that would change is, replace constructors with a funciton like "map_loc(" or something
20140521 20:08:27< gfgtdf> iceiceice: where did you read that cüü cannot inline constructors ?
20140521 20:08:30< gfgtdf> c++
20140521 20:08:32< iceiceice> it would mean that you could initialize map_locs also inline with like "map_location a = {2,3}"
20140521 20:08:36< iceiceice> i'll try to find a link
20140521 20:09:02< iceiceice> http://programmers.stackexchange.com/questions/165008/can-i-get-a-c-compiler-to-instantiate-objects-at-compile-time
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20140521 20:10:15< iceiceice> ok it doesnt say exactly what i said, maybe it can "inline constructors" in some sense
20140521 20:10:25< iceiceice> but i guess the compiler will not explicitly construct non-POD (non "aggregate") at compile time
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20140521 20:12:01< gfgtdf> iceiceice: why youd he construct it a compirle time ? if he can optmize teh code to somethign liek x = 0 && y == 0 we can optmize the whole contruction away i'd think
20140521 20:12:41< iceiceice> idk can it get to that point if it wont do anything with the constructor?
20140521 20:13:48< iceiceice> it sounds like it will make the object and perhaps inline the code of the constructor if its just (a =-1000,b=-1000)
20140521 20:14:01< iceiceice> but idk if it will eliminate the object, im not sure
20140521 20:14:12< iceiceice> i dont see tht theres any downside to making it POD
20140521 20:14:28< iceiceice> maybe you rather to have map_location as a constructor than map_loc or something
20140521 20:14:44< iceiceice> its already pretty much a POD type
20140521 20:15:59< iceiceice> SigurdFD: i am testing your Test Bed
20140521 20:16:06< iceiceice> on 1.12 and master,
20140521 20:16:12< iceiceice> i'm not getting any errors when i do
20140521 20:17:18< SigurdFD> sorry about the sprawl on the report. I should probably split it as there are two issues...
20140521 20:17:28< SigurdFD> ... one of which gfgtdf solved with the rng change.
20140521 20:18:19< SigurdFD> the 'scenario is invalid because it has no id' is the only error left.
20140521 20:18:50< SigurdFD> I still get that one
20140521 20:19:11< iceiceice> y so how exactly do i reproduce
20140521 20:19:29< iceiceice> i decided to take your test bed scenario and modify it, so that there is an MP Campaign version also
20140521 20:19:36< iceiceice> all im supposed to do is load the campaign,
20140521 20:19:39< iceiceice> save at turn 1,
20140521 20:19:51< iceiceice> then load in the appropriate Load Game / Multiplayer -> Load game, right?
20140521 20:20:18< SigurdFD> not quite... It's the 'Scenario Start' save that won't load, not the turn 1 save
20140521 20:20:25< iceiceice> ohh
20140521 20:20:29< iceiceice> ok let me make sure i'm doing it right
20140521 20:20:39< SigurdFD> and only through MP->load game
20140521 20:24:05< SigurdFD> oddly enough, MP scenario starts can be loaded in SP and the resulting turn 1 save loaded in MP for my use case
20140521 20:24:09< gfgtdf> iceiceice: Just for you i'll do somethign i didnt do for ~1year: analyse assember code.
20140521 20:24:41< iceiceice> gfgtdf: :) i didnt do that either in like 8 years
20140521 20:25:08< iceiceice> hmm i think there must be something wierd in my preferences or smth, i'm not getting any start of scenario saves apparently
20140521 20:25:43< iceiceice> im going to use my clean clone
20140521 20:26:36< iceiceice> oh wait that wont even work :(
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20140521 20:26:51< SigurdFD> if you mp campaign test case is configured right, it should produce start of scenario saves for scenario 2 and on
20140521 20:27:34< gfgtdf> iceiceice: http://i.imgur.com/8KwNvH8.png
20140521 20:27:44< SigurdFD> btw, in the report sprawl, the last comment specifies a commit to blame.
20140521 20:28:09< iceiceice> SigurdFD: here's my tweak of the testbed
20140521 20:28:09< iceiceice> Link to share
20140521 20:28:09< iceiceice> Share link via:
20140521 20:28:09< iceiceice> Who has access
20140521 20:28:10< iceiceice> Anyone who has the link can view
20140521 20:28:10< iceiceice> Change...
20140521 20:28:11< iceiceice> chris beck (you) render787@gmail.com
20140521 20:28:13< iceiceice> Is owner
20140521 20:28:15< iceiceice> Invite people:
20140521 20:28:21< iceiceice> Editors will be allowed to add people and change the permissions.[Change]
20140521 20:28:21< iceiceice> oh that was weird
20140521 20:28:21< iceiceice> https://drive.google.com/file/d/0B54Q-3UjP5fiTEd2NnRQV01ZUFU/edit?usp=sharing
20140521 20:28:23< iceiceice> sry
20140521 20:30:27< iceiceice> gfgtdf: ok cool
20140521 20:31:38< SigurdFD> iceiceice: that version won't produce the no id error. that test bed was originaly for the assert failure
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20140521 20:31:51< iceiceice> oh
20140521 20:32:54< iceiceice> so wait how do i reproduce no id error right now in 1.12 / master?
20140521 20:33:04< SigurdFD> though, the latest version of my add-on Random Campaign functions as a test case for the no id error
20140521 20:33:20< iceiceice> also what version does the assert failure apply to
20140521 20:33:22< iceiceice> is that not 1.12 / master?
20140521 20:33:28< iceiceice> or is it only these historical 1.11.7 versions
20140521 20:33:50< SigurdFD> the historical 1.11.7 and before. the assert error was fixed
20140521 20:34:03< SigurdFD> and is seperate from the no id error
20140521 20:35:57< iceiceice> but the no id error currently affects master / 1.12
20140521 20:36:03< iceiceice> but i cant reproduce with this thing you posted
20140521 20:36:10< SigurdFD> comment #9 on #20895 specifies when the assert was fixed
20140521 20:36:33< SigurdFD> yes, the no id error currently affects 1.12
20140521 20:36:58< SigurdFD> I think I'll check master again now, but it sould still be broke there
20140521 20:37:07< iceiceice> ok
20140521 20:37:15< iceiceice> so to reproduce i just make a default random map
20140521 20:37:17< iceiceice> not use the add-on
20140521 20:37:19< iceiceice> right?
20140521 20:37:23< SigurdFD> no
20140521 20:37:33< SigurdFD> 1. dl my add-on
20140521 20:37:52< SigurdFD> 2. start a mp campaign with the add-on
20140521 20:38:10< SigurdFD> 3. when you wind up on the 1st map, first turn, quit game
20140521 20:38:29< SigurdFD> 4. in mp->load, select the start of scenario and load it.
20140521 20:39:59< iceiceice> ok i wont be able to reproduce that until i can figure out why i'm not getting any start of scenario saves at all...
20140521 20:40:45< SigurdFD> hmmm... I could try and crank out a test case.
20140521 20:41:23< SigurdFD> but at minium I should make a new report, there is too much clutter from the assert failure.
20140521 20:42:16< SigurdFD> iceiceice, what are you doing that start of scenario saves aren't being made?
20140521 20:42:25< iceiceice> i have no idea...
20140521 20:42:42< iceiceice> i removed my preferences file and i will see if i get start of scenario saves now
20140521 20:42:42< iceiceice> i couldnt get any start of scenario sves in any mode
20140521 20:42:51< SigurdFD> they are only produced for campaigns on the 2nd scenario onward normally
20140521 20:43:41< iceiceice> hmm i didnt realize that
20140521 20:44:20< iceiceice> wait so how am i supposed to reproduce/
20140521 20:44:23< iceiceice> not using the turn 1 save?
20140521 20:44:31< iceiceice> am i supposed to use the autosave?
20140521 20:44:45< iceiceice> if there is no start of scenario until 2nd scenario??
20140521 20:46:02< SigurdFD> my add-on can be used, the first scenario in it is an invisible setup scenario, and is passed through automatically
20140521 20:47:24< iceiceice> ok i think i get it
20140521 20:51:51< iceiceice> y so (1) i can reproduce
20140521 20:51:55< iceiceice> (2) i ran git blame,
20140521 20:52:16< iceiceice> soliton introduced the line thats throwing the error like 5 years ago
20140521 20:52:17< iceiceice> https://github.com/wesnoth/wesnoth/commit/69d46078#diff-90b30777e8c0abe65c9d9fc15ede19efR1026
20140521 20:52:25< iceiceice> i am gong to look at your alternate timeline though
20140521 20:52:37< iceiceice> its really unforunate tht those commits are so large though
20140521 20:52:55< iceiceice> would be much easier to figure out what is going on if they were smaller and could revert in smaller blocks :/
20140521 20:53:42< SigurdFD> yes, indeed
20140521 20:56:43< SigurdFD> there might only be something minor off, as mp start of scenario saves can be loaded in sp.
20140521 20:57:17< SigurdFD> at least, it feels like it's relevant.
20140521 21:01:22< SigurdFD> iceiceice, did you want me to make pull request out of the alt-timeline to make it eaiser to look at?
20140521 21:01:30< iceiceice> its ok
20140521 21:03:18< iceiceice> did you ever examine the start of scenario save itself?
20140521 21:03:25< iceiceice> does it have an id?
20140521 21:04:07< iceiceice> looks like no
20140521 21:04:09< SigurdFD> I looked at it, didn't see anything off, though I've never compared it to one without a map gen in it
20140521 21:04:28< iceiceice> idk i just opened it, it looks like theres no id= at top level or in [multiplayer]
20140521 21:04:38< iceiceice> so that makes me think its a problem with the save game code or smth
20140521 21:04:52< iceiceice> or perhaps gamestatus is not getting the id in early enough somehow
20140521 21:05:20< iceiceice> let me reread these commits you pointed out
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20140521 21:08:00< iceiceice> SigurdFD: i know you already wrote this to me but iw ant to make sure i get it right:
20140521 21:08:09< iceiceice> the git timeline and testbed add-on are just to reproduce the assertion failure, right?
20140521 21:08:15< iceiceice> i cant reproduce the invalid id in the old timeline?
20140521 21:08:22< iceiceice> but we know they are related somehow?
20140521 21:10:34< gfgtdf> iceiceice: do you plan to fix this before 1.12 ?
20140521 21:11:20< iceiceice> gfgtdf: i'm just exploring atm, no plans
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20140521 21:12:20< SigurdFD> testbed add-on is only for assert failure
20140521 21:12:50< SigurdFD> the alt-git timeline in comment #16 is only for the no id error.
20140521 21:13:41< SigurdFD> the invalid no id cannot be reproduced in the original timeline because there were map format changes that broke all random maps.
20140521 21:13:57< gfgtdf> SigurdFD: i can reproduce teh no id on current master
20140521 21:14:39< SigurdFD> the assert and the no id, are two distict errors. I only found the assert at first, then later found the no id. I though they were releated.
20140521 21:15:12< SigurdFD> ... but they are definately caused by different commits.
20140521 21:15:24< iceiceice> so this line looks a bit suspcicious to me: https://github.com/wesnoth/wesnoth/commit/8f6a3a5490245c46268f8f821292da33879c2002#diff-6f5e7815b258f1e4bcbce89ae9ebf04bL1268
20140521 21:15:26< iceiceice> but i dont know for sure
20140521 21:15:30< SigurdFD> the no id commit has been identified.
20140521 21:15:32< iceiceice> do we really not need the gamedata to load?
20140521 21:15:36< iceiceice> that sounds false to me
20140521 21:20:41< SigurdFD> I have no clue. way over my head. though I can make small changes & recompile.
20140521 21:21:15< iceiceice> y so
20140521 21:21:27< iceiceice> gamestatus::write_config got moved to "savegame.cpp" at soem point
20140521 21:21:37< iceiceice> i'm thinking i might make it write the game_data and test
20140521 21:21:50< iceiceice> if it fixes the problem i would backport to 1.12 i think
20140521 21:21:58< iceiceice> there seems to be litlte risk in saving too much info...
20140521 21:22:13< iceiceice> its a bit foolish to make commits like "i know for a fact we dont need this EVER in ANY CIRCUMSTANCE" when we dont have unit tests for such a thing
20140521 21:23:15< iceiceice> ok well, maybe if the person really knows ... but i dont think i would do that
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20140521 21:24:34< SigurdFD> can anyone here really know? At the time map gen was broke, so by defition one couldn't know.
20140521 21:30:04< iceiceice> is that right?
20140521 21:30:11< iceiceice> was it broken at that time anyways?
20140521 21:30:24< iceiceice> it long predates my wesnoth involvement
20140521 21:30:43< iceiceice> Sigurd: I'm going to try restoring lines 1268 - 1270 from that commit and see what happens in master
20140521 21:32:07< SigurdFD> ok
20140521 21:34:34< iceiceice> hmm you know what
20140521 21:34:40< iceiceice> actually i'm only going to do it for start of scenario saves
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20140521 21:52:41< iceiceice> hmmm
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20140521 21:58:00< iceiceice> sigurd: i think i know what the prblem is
20140521 21:58:09< iceiceice> SigurdFD: ^
20140521 21:58:11< SigurdFD> ok
20140521 21:59:35< iceiceice> none of the start of scenario save files i am getting have *Any* replay_start tag
20140521 21:59:36< iceiceice> at all
20140521 21:59:48< iceiceice> they only have like , [multiplay], and [statistics] and [carryover_sides_start]
20140521 22:00:18< iceiceice> i think thats a big ouch, they need to have one of [snapshot] or [replay_start] because thats what the game will actually load from
20140521 22:00:22< iceiceice> if thats empty then yeah i guess you wont have an id
20140521 22:00:53< iceiceice> https://github.com/wesnoth/wesnoth/blob/master/src/savegame.cpp#L708
20140521 22:01:53< SigurdFD> hmm..
20140521 22:02:32< SigurdFD> my mp LOW-Battle of Book doesn't have them either and it loads
20140521 22:04:26< SigurdFD> oppso I was wrong, it doesn't load
20140521 22:06:40< iceiceice> i think the best thing to do is
20140521 22:06:58< iceiceice> get a lot of debugging output from the load sequence
20140521 22:07:07< iceiceice> maybe both mp and sp
20140521 22:07:17< iceiceice> and figure out what's going wrong
20140521 22:07:27< iceiceice> but right now it hink the scenario files themselves may be malformed,
20140521 22:07:35< iceiceice> or else the mp load sequence is screwed somehow
20140521 22:08:15< iceiceice> if we cant fix it by release it might even be a good idea to just disable start of scenario saves in MP
20140521 22:08:25< SigurdFD> ok, I would say load sequence, why else would I be able to load the mp start of scenario save in SP?
20140521 22:08:43< iceiceice> y...
20140521 22:08:52< iceiceice> i think there was a bad assumption made when mp was refactored
20140521 22:08:54< SigurdFD> I'm gonna do a more simple check for non-map gen mp start of scenarios momentailary
20140521 22:09:01< iceiceice> maybe
20140521 22:09:25< SigurdFD> to be sure it's not limited to map gen start of scenarios
20140521 22:15:51< SigurdFD> wow, it is all multiplayer start of scenario saves.
20140521 22:21:16< iceiceice> y i think they are all screwed
20140521 22:21:38< iceiceice> more testing needed though :/
20140521 22:21:51< iceiceice> i have no idea at all why you can load them in SP though
20140521 22:21:57< iceiceice> that is a real mystery
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20140521 22:25:11< SigurdFD> LoW even loads, but it's not properly playable
20140521 22:25:11< SigurdFD> ... in SP
20140521 22:25:53< iceiceice> SigurdFD:
20140521 22:25:55< SigurdFD> iceiceice: if all mp start of scenario saves are broke, would it classify as a blocker for 1.12?
20140521 22:26:00< iceiceice> y probly
20140521 22:26:29< iceiceice> but if we cant release on schedule because of it i would consider just like, disabling strt of scenario saves in mp
20140521 22:26:34< iceiceice> and sort it out later
20140521 22:26:42< iceiceice> however i think i'm understanding whats going on maybe,
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20140521 22:28:21< iceiceice> ok so first of all i think the start of scenario saves without replay_start are broken,
20140521 22:28:28< iceiceice> but even when i put that in it doesnt fix the problem
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20140521 22:28:51< iceiceice> i dont even know why SP load is loading MP campaign configs,
20140521 22:28:56< iceiceice> that shouldnt be happening
20140521 22:29:37< iceiceice> so i think theres multiple issues :/
20140521 22:29:48< SigurdFD> ok
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20140521 22:32:15< SigurdFD> iceiceice: my thought is to at least make a new bug report for the no id error, along with a test case. It may be helpful if you're working on it...
20140521 22:32:23< SigurdFD> ...necessary if anyone else will.
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20140521 22:32:54< iceiceice> ok i think there's at least two bugs that can be reported, (although I dont think i have now tested as many examples as you)
20140521 22:33:01< iceiceice> y definitely make a bug report
20140521 22:33:09< SigurdFD> two??
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20140521 22:33:55< SigurdFD> I'm currently considering the no id one error, which is the same for generated maps and for made maps
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20140521 22:34:00< iceiceice> so if we can load LoW start of scenario saves in the SP path but NOT the MP path
20140521 22:34:16< iceiceice> even without replay start or snapshot??
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20140521 22:34:34< SigurdFD> ok, you mean that for the 2nd bug?
20140521 22:34:36< iceiceice> that must mean that we are building an initial config from the campaign .cfg files
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20140521 22:34:45< iceiceice> i think
20140521 22:34:45< iceiceice> but those should not be visible in SP
20140521 22:35:07< iceiceice> y i think theres probably something wrong with the preproc thing
20140521 22:35:07< iceiceice> but,
20140521 22:35:16< iceiceice> if we are loading *too many* things its low priority...
20140521 22:36:28< iceiceice> so based on code comments at 706-708 as i pointed out eralier,
20140521 22:36:28< iceiceice> i think our current mp replay path cannot work unless there is replay_start or snapshot,
20140521 22:36:30< iceiceice> it might be that they aren't supposed tobe in the file though,
20140521 22:36:51< iceiceice> and its just that theres a game_config preproc problem
20140521 22:36:51< iceiceice> i dont really know at this point
20140521 22:36:51< iceiceice> probably we should get thunderstruck to look at this tbh
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20140521 22:45:43< SigurdFD> iceiceice: perhaps if possible, ayne as well?
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--- Log closed Thu May 22 00:00:55 2014