--- Log opened Sat Dec 05 00:00:36 2015 20151205 00:07:32-!- celmin [~celmin@unaffiliated/celticminstrel] has joined #wesnoth-dev 20151205 00:07:32-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has quit [Disconnected by services] 20151205 00:07:33-!- celmin is now known as celticminstrel 20151205 00:07:48< Aginor> aquileia: thanks 20151205 00:14:39< Aginor> and it looks like I'm getting a full rebuild :/ 20151205 00:27:31< wedge009> Aginor: aquileia: I... haven't had issues compiling master, 1.12 or sdl2 branches yet. But I downloaded the dependencies myself, don't use external. Compiled pango, and libpng myself, use Fedora's MinGW binaries for cairo. 20151205 00:27:43< wedge009> I think. Just going off memory here. 20151205 00:33:49< celticminstrel> gfgtdf: How so? 20151205 00:34:10< celticminstrel> I think it might work that way already though. 20151205 00:44:35-!- horrowind [~Icedove@2a02:810a:8b00:1c54:21b:fcff:fee3:c3ff] has quit [Ping timeout: 264 seconds] 20151205 00:47:05< Aginor> aquileia: I think it might be a good idea to update the VS2015 dependencies to actually include a version of SDL that the game can compile with ;) 20151205 00:47:29-!- horrowind [~Icedove@2a02:810a:8b00:1c54:21b:fcff:fee3:c3ff] has joined #wesnoth-dev 20151205 00:48:11< aquileia> Aginor: Good idea - do you want to upload yours or should I take it from the SDL buildbot? 20151205 00:48:16-!- horrowind [~Icedove@2a02:810a:8b00:1c54:21b:fcff:fee3:c3ff] has quit [Client Quit] 20151205 00:48:24-!- boucman [~rosen@wesnoth/developer/boucman] has quit [Remote host closed the connection] 20151205 00:54:32< aquileia> hm... until sdl2 is merged we'd still need SDL1.2 in the external repo, and neither you nor the buildbot have that. I may have to download VC14 and compile myself 20151205 01:05:29-!- mjs-de [~mjs-de@x4db686eb.dyn.telefonica.de] has quit [Remote host closed the connection] 20151205 01:09:45< irker399> wesnoth: Charles Dang wesnoth:master 2eaa391a7f75 / src/ (5 files in 3 dirs): Replace synonymous build level with functional equivalent http://git.io/vRR8Z 20151205 01:10:05< vultraz> Eh, should have specified unit type build level 20151205 01:10:17< vultraz> oh well 20151205 01:15:45< aquileia> loonycyborg: I'd like to add a list of filename pairs (rename a->b) to scons. They'll be used both for the installer and the patcher. Would you prefer an env[] variable or an additional parametre if the function calls? 20151205 01:17:07< aquileia> I lean towards the env[] solution, but I don't know whether that'd be overhead for regular builds 20151205 01:17:54-!- horrowind [~Icedove@2a02:810a:8b00:1c54:21b:fcff:fee3:c3ff] has joined #wesnoth-dev 20151205 01:34:09< loonycyborg> aquileia: I don't think it'll be much more overhead than parameter. 20151205 01:34:20< aquileia> ok 20151205 01:46:06-!- tinselchild is now known as aeonchild 20151205 01:46:29-!- aeonchild is now known as tinselchild 20151205 01:52:51-!- travis-ci [~travis-ci@ec2-54-147-0-99.compute-1.amazonaws.com] has joined #wesnoth-dev 20151205 01:52:52< travis-ci> wesnoth/wesnoth#7871 (master - 2eaa391 : Charles Dang): The build passed. 20151205 01:52:52< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/95003102 20151205 01:52:52-!- travis-ci [~travis-ci@ec2-54-147-0-99.compute-1.amazonaws.com] has left #wesnoth-dev [] 20151205 02:01:17< Aginor> I have it running 20151205 02:01:23< Aginor> it is slooooooooooooooow 20151205 02:01:45< Aginor> and every time I try to run it, it tells me that the project is out of date 20151205 02:08:02-!- gfgtdf [~chatzilla@x50abdf23.dyn.telefonica.de] has quit [Quit: ChatZilla 0.9.92 [Firefox 42.0/20151029151421]] 20151205 02:08:54< Aginor> crash reproduced 20151205 02:08:56< Aginor> (yay) 20151205 02:17:55< aquileia> Aginor: without the debug performance fix you'd just about now have loaded a campaign, I guess (you even had to wait for mouse movement to register) 20151205 02:18:30< aquileia> great that you got it running... and crashing ;) 20151205 02:18:46-!- iceiceice [~chris@wesnoth/developer/iceiceice] has quit [Ping timeout: 260 seconds] 20151205 02:20:25-!- horrowind [~Icedove@2a02:810a:8b00:1c54:21b:fcff:fee3:c3ff] has quit [Quit: horrowind] 20151205 02:24:24< Aginor> aquileia: crashing at the main screen 20151205 02:24:43< Aginor> although it's great how it illustrates how broken wesnoth's resize code is as well 20151205 02:25:08< Aginor> I know what needs to be fixed, but actually doing it will be a bit harder 20151205 02:57:17-!- iceiceice [~chris@50.245.222.235] has joined #wesnoth-dev 20151205 02:57:18-!- iceiceice [~chris@50.245.222.235] has quit [Changing host] 20151205 02:57:18-!- iceiceice [~chris@wesnoth/developer/iceiceice] has joined #wesnoth-dev 20151205 03:03:44< Aginor> but now I can't crash it again 20151205 03:05:46-!- ancestral [~ancestral@184-100-99-25.mpls.qwest.net] has joined #wesnoth-dev 20151205 03:09:12 * Aginor facepalms 20151205 03:09:24< Aginor> there's a singleton in display.?pp 20151205 03:10:00< Aginor> this class is subclassed as well, each constructor updating the pointer to the new instance 20151205 03:10:06< Aginor> and the destructor setting the pointer to null 20151205 03:10:39< Aginor> seems that new instances are made before old are destroyed, updating the pointer in the construcor before the destructor sets it to null 20151205 03:38:06< fabi> Aginor: ja, display classes are ugly 20151205 03:40:24-!- aquileia [~chatzilla@HSI-KBW-078-042-007-104.hsi3.kabel-badenwuerttemberg.de] has quit [Quit: ChatZilla 0.9.92 [Firefox 42.0/20151029151421]] 20151205 03:51:22-!- ancestral [~ancestral@184-100-99-25.mpls.qwest.net] has quit [Quit: i go nstuf kthxbai] 20151205 04:10:39-!- irker399 [~irker@uruz.ai0867.net] has quit [Quit: transmission timeout] 20151205 04:33:38-!- iceiceice [~chris@wesnoth/developer/iceiceice] has quit [Ping timeout: 260 seconds] 20151205 04:59:01< celticminstrel> So, instead of setting it to null in the destructor, you can set it to whatever it was before being set to the new instance in the constructor? 20151205 05:03:17-!- ancestral [~ancestral@184-100-99-25.mpls.qwest.net] has joined #wesnoth-dev 20151205 05:09:12-!- iceiceice [~chris@ext-74.ias.edu] has joined #wesnoth-dev 20151205 05:09:13-!- iceiceice [~chris@ext-74.ias.edu] has quit [Changing host] 20151205 05:09:13-!- iceiceice [~chris@wesnoth/developer/iceiceice] has joined #wesnoth-dev 20151205 05:24:22< Aginor> celticminstrel: that still turns into some sort of race-like behaviour 20151205 05:24:34< Aginor> it needs to be managed outside the scope of the class itself 20151205 05:26:29-!- molgrum [~molgrum@h-94-103.a230.priv.bahnhof.se] has joined #wesnoth-dev 20151205 05:26:29-!- molgrum [~molgrum@h-94-103.a230.priv.bahnhof.se] has quit [Changing host] 20151205 05:26:29-!- molgrum [~molgrum@unaffiliated/molgrum] has joined #wesnoth-dev 20151205 05:27:06< celticminstrel> How does it turn into race-like behaviour? Are these classes instantiated at global scope? 20151205 05:27:48< celticminstrel> ...though for ordering concerns, that shouldn't matter. 20151205 05:27:54< celticminstrel> Are they instantiated in multiple threads? 20151205 05:29:00< Aginor> no 20151205 05:29:31< Aginor> instantiate class 1, instatiate class 2, destory class 1, access singleton -> null instead of class2 20151205 05:29:58< Aginor> I need to look into it a bit more, but this is a corner case 20151205 05:30:03< Aginor> it works most of the time 20151205 05:31:31< celticminstrel> I think that's only possible if you're using dynamic allocation... 20151205 05:32:01< Aginor> let me run it through a debugger 20151205 05:32:27< celticminstrel> Assuming a single thread, that is. 20151205 05:32:52< celticminstrel> Because static and automatic variables are always destroyed in reverse order of construction. 20151205 05:33:19< celticminstrel> ...though, come to think of it, I'm not quite sure how local statics fit into that... 20151205 05:33:31< Aginor> static display* get_singleton() { return singleton_ ;} 20151205 05:33:40< Aginor> that's shared across all instances. 20151205 05:33:53< Aginor> whoops, wrong thing though 20151205 05:34:06< Aginor> singleton_ 20151205 05:34:10< Aginor> protected: static display * singleton_; 20151205 05:34:19< Aginor> there we go 20151205 05:34:29< Aginor> that's shared across all instances and subclasses 20151205 05:34:42< celticminstrel> Right, I got that much already. 20151205 05:34:43< Aginor> so you do not need to multithread to stuff up that value 20151205 05:35:01< celticminstrel> That's true. 20151205 05:35:11< celticminstrel> You could use new and delete as well. 20151205 05:35:20< celticminstrel> Manual memory management. 20151205 05:35:55< celticminstrel> ...oh right, I'm still speaking under the assumption that the change I proposed was in fact implemented. 20151205 05:36:32< celticminstrel> You could throw an exception from the constructor if singleton_ is not null. 20151205 05:36:34< Aginor> let's pretend I don't know/remember what change that was :) 20151205 05:36:57< celticminstrel> It was setting it not to null in the destructor but rather back to the old value. 20151205 05:37:02< Aginor> ok, singleton is set when creating initial load screen 20151205 05:39:01< Aginor> set again when switching to campaign screen 20151205 05:39:18< Aginor> os campaign intro story thing 20151205 05:39:34< celticminstrel> You've set a watchpoint? 20151205 05:39:39< Aginor> breakpoint 20151205 05:39:44< celticminstrel> Oh. 20151205 05:39:52< celticminstrel> Right, that could work here too. 20151205 05:40:04< celticminstrel> Given that you know it's only set in the constructor and destructor. 20151205 05:40:10< Aginor> yes 20151205 05:40:32< Aginor> quitting the campaign destroys campaign-display 20151205 05:40:44< celticminstrel> In all those cases, is singleton_ null before being set? 20151205 05:40:44< Aginor> singleton is now null 20151205 05:40:54-!- Kwandulin [~Miranda@p200300760F6D9FC73CA5FC7C86C0912A.dip0.t-ipconnect.de] has joined #wesnoth-dev 20151205 05:40:55< celticminstrel> Or only in the first case? 20151205 05:40:56< Aginor> first time, yes, second time no 20151205 05:41:16< Aginor> but I don't like baking in the assumption that we should return it to the old value 20151205 05:42:16< Aginor> because the scope of them are managed outside the classes themselves, so it's possible one is destroyed for without the knowledge of the display itself, causing the restoration of that pointer to have a stale value 20151205 05:42:28< celticminstrel> Why is the first display not destroyed before the second one is constructed? 20151205 05:42:37< Aginor> causing an access violation if we're lucky, or just corrupting game state if we're unlucky 20151205 05:42:41< Aginor> I have no idea :) 20151205 05:43:29< celticminstrel> If you know they're managed entirely by scope (no dynamic memory allocation), then I think resetting to old value is safe, but... 20151205 05:43:54< Aginor> mmm 20151205 05:44:03< celticminstrel> Where is that first display (the loading screen) constructed? 20151205 05:44:09< Aginor> it makes me uncomfortable 20151205 05:45:21< Aginor> bah 20151205 05:45:28< Aginor> intellisense in my VM is rubbish 20151205 05:46:39< Aginor> game launcher, mp connect, play controller 20151205 05:46:51< Aginor> a few other places that we don't care too much about 20151205 05:47:07< celticminstrel> Are they local variables? 20151205 05:47:19< Aginor> nope 20151205 05:47:34< celticminstrel> Then, dynamically allocated? 20151205 05:48:03< Aginor> at least some are 20151205 05:48:16 * Aginor sighs 20151205 05:48:52< celticminstrel> I seem to remember this, isn't there a display pointer in the resources namespace too? 20151205 05:49:06< Aginor> I don't know 20151205 05:49:12< Aginor> I'll have a grep 20151205 05:49:47< celticminstrel> And how often is display::get_singleton() called? 20151205 05:49:57< Aginor> that's used at lots of places 20151205 05:50:43< celticminstrel> I guess the issue here is really that the singleton is not a singleton... 20151205 05:50:49< Aginor> I feel like the correct solution is to introduce a display-manager, but that'll be a whole bunch of work 20151205 05:50:53< Aginor> yeah :) 20151205 05:50:57< Aginor> that's the real problem 20151205 05:52:12< celticminstrel> You could force it to be a singleton by throwing an exception in the constructor if singleton_ is not null, but then you'd still have to change things to ensure that the previous display is destroyed before a new one is instantiated. 20151205 05:52:24< celticminstrel> So maybe the display manager thing is the best... 20151205 05:53:33< Aginor> the exceptions just adds a layer of difficulty onto the wrongness, wherever those exceptions would be caught would be in the wrong place to take corrective action 20151205 05:54:11< Aginor> I think I will stick my head in the sand like an Ostrich for now and raise a bug 20151205 05:54:22< Aginor> see if I can provoke some discussion 20151205 05:57:01< celticminstrel> Heh, okay then. 20151205 06:00:58-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has quit [Quit: KABOOM! It seems that I have exploded. Please wait while I reinstall the universe.] 20151205 06:00:59< Aginor> I'll fix the crash by introducing another (real) singleton and raise a bug for the display 20151205 06:26:58< Aginor> shadowm: I'd like to draw your attention to https://gna.org/bugs/index.php?24139 - it has architectural implications 20151205 06:27:31-!- molgrum [~molgrum@unaffiliated/molgrum] has quit [Ping timeout: 260 seconds] 20151205 06:58:46-!- tomreyn [~tomreyn@megaglest/team/tomreyn] has quit [Ping timeout: 260 seconds] 20151205 07:06:15-!- Kwandulin [~Miranda@p200300760F6D9FC73CA5FC7C86C0912A.dip0.t-ipconnect.de] has quit [Ping timeout: 260 seconds] 20151205 07:10:15-!- ancestral [~ancestral@184-100-99-25.mpls.qwest.net] has quit [Quit: i go nstuf kthxbai] 20151205 07:10:56-!- tomreyn [~tomreyn@megaglest/team/tomreyn] has joined #wesnoth-dev 20151205 07:21:32< vultraz> Aginor: you don't happen to have been building sdl libs on windows, have you? 20151205 07:30:01< Aginor> vultraz: I have been 20151205 07:31:58< vultraz> Ok, so I'm trying to build a project (not wesnoth) that has sdl as a dependency (and as a repo submodule) and using cmake to generate vs solutions, and I installed vs 2015 and the ms c++ libs and the win10 sdk, but when I run cmake sdl complains about ERROR: DIRECTX requires the $DXSDK_DIR environment variable to be set 20151205 07:32:00< vultraz> any ideas? 20151205 07:32:29< Aginor> ah, no, I cheated for that 20151205 07:32:35< Aginor> and uncommented the code 20151205 07:32:45< Aginor> but you need your direct x sdk installed 20151205 07:32:55< Aginor> which I couldn't be bothered to figure out where from 20151205 07:35:02< vultraz> but according to msdn the dx sdk is deprecated and the relevant stuff is in the win sdk 20151205 07:35:10< Aginor> vultraz: yes... 20151205 07:35:14< vultraz> so ... is this an sdl issue? 20151205 07:35:22< Aginor> sdl hasn't quite caught up with the times it seems 20151205 07:35:23< vultraz> sdl project config issue* 20151205 07:35:25< vultraz> ah 20151205 07:35:27< Aginor> yet people are able to make it work 20151205 07:35:49< Aginor> point it at the toplevel dir that has... 20151205 07:37:01< Aginor> vultraz: this is out of SDL_xaudio2.c 20151205 07:37:02< Aginor> The XAudio2 implementation available in the Windows 8 SDK targets Windows 8 and newer. 20151205 07:37:05< Aginor> If you want to build SDL with XAudio2 support you should install the DirectX SDK. 20151205 07:37:08< Aginor> */ 20151205 07:37:11< Aginor> //#include 20151205 07:37:24< Aginor> where it isn't normally commented out, but I couldn't be bothered to figure out the proper solution 20151205 07:41:03< vultraz> ok I'm confused, should I comment something out, uncomment something, or try to install the sdk? 20151205 07:42:49-!- SpoOkyMagician [~chatzilla@cpe-74-136-81-20.kya.res.rr.com] has quit [Quit: that's enough for today] 20151205 07:43:09< Aginor> try to point SDL at the location of that header or something equally sensible 20151205 07:43:22< Aginor> you want it to be in your include and link dirs 20151205 07:43:43< Aginor> I don't know how that works with a newer sdk 20151205 07:45:11< Aginor> vultraz: if you're compiling sdl from cratch, try the mercurial version instead 20151205 07:47:19-!- Kwandulin [~Miranda@p200300760F6D9FEB3CA5FC7C86C0912A.dip0.t-ipconnect.de] has joined #wesnoth-dev 20151205 08:02:52< iceiceice> vultraz: you can probably disable the SDL2 renderer entirely 20151205 08:03:01< iceiceice> theres an option like SDL2renderer that you can set to off 20151205 08:03:10< iceiceice> or probably you could disable just hte DX part 20151205 08:03:23< iceiceice> if your project is not using the renderer features then its probably simpler to get rid of it 20151205 08:04:11< vultraz> I have no idea :| 20151205 08:04:32< vultraz> I'm trying to build this https://google.github.io/flatui/index.html 20151205 08:05:25< iceiceice> they probably dont use the renderer i guess 20151205 08:05:28< iceiceice> i mean i hope they dont 20151205 08:05:35< iceiceice> they probably just use opengl directly 20151205 08:05:46< iceiceice> idk i would try it without that 20151205 08:16:24-!- irker142 [~irker@uruz.ai0867.net] has joined #wesnoth-dev 20151205 08:16:24< irker142> wesnoth: Andreas Löf wesnoth:sdl2 36456df46f6e / src/ (events.cpp gui/widgets/grid.cpp loadscreen.cpp video.cpp video.hpp): Fixes bug #24138 and disables SDL_PumpEvent() in grid.cpp http://git.io/vR0cA 20151205 08:16:24< irker142> wesnoth: Andreas Löf wesnoth:sdl2 5c187a518566 / / (7 files in 2 dirs): Merge branch 'sdl2' of github.com:wesnoth/wesnoth into sdl2 http://git.io/vR0cx 20151205 08:26:39< vultraz> iceiceice: ok so you think I should just commenting out the DX block in sdl's cmakelists? 20151205 08:27:38< iceiceice> i would do it like this: 20151205 08:27:39< iceiceice> https://github.com/cbeck88/mingw_lib_kit/blob/master/build_sdl2.sh#L23 20151205 08:27:45< iceiceice> ` -DSDL_RENDER=OFF` 20151205 08:28:14< iceiceice> or if you are using the cmake-gui it should be some option somewhere in there 20151205 08:28:41< iceiceice> vultraz: or try "-DDIRECTX=OFF" 20151205 08:28:50< vultraz> Ok 20151205 08:29:47< vultraz> That seems to work 20151205 08:32:44< vultraz> Now let's see if this builds 20151205 08:34:04< vultraz> blagghhh 20151205 08:35:21< vultraz> 16>LINK : fatal error LNK1104: cannot open file '..\Debug\flatui.lib' 20151205 08:35:22< vultraz> 15>LINK : fatal error LNK1104: cannot open file '..\Debug\flatui.lib' 20151205 08:35:24< vultraz> :( 20151205 08:36:57-!- horrowind [~Icedove@2a02:810a:8b00:1c54:21b:fcff:fee3:c3ff] has joined #wesnoth-dev 20151205 08:37:38< vultraz> no spaces there, so... 20151205 08:42:24< vultraz> yeah I have no idea :| 20151205 08:44:53< vultraz> Aginor: any idea what to do in a case like this? 20151205 08:46:08< Aginor> vultraz: use linux 20151205 08:46:14< vultraz> ;_; 20151205 08:46:36< Aginor> bah 20151205 08:46:42< Aginor> trying to write code when tired is hard 20151205 08:48:44-!- Appleman1234 [~Appleman1@KD119104006103.au-net.ne.jp] has joined #wesnoth-dev 20151205 08:52:46< iceiceice> Aginor: do or do not, there is no try 20151205 08:52:50< iceiceice> :) 20151205 08:56:47-!- boucman [~rosen@wesnoth/developer/boucman] has joined #wesnoth-dev 20151205 08:57:04 * Aginor throws a lemon at iceiceice 20151205 08:58:04 * iceiceice chuckles and makes whiskey sours 20151205 08:58:31 * Aginor brings out the world's longest straw 20151205 09:03:55< vultraz> "warning treated as error - no 'object' file generated" 20151205 09:03:57< vultraz> hmm 20151205 09:07:06< vultraz> Ok, let me try without that 20151205 09:09:12< vultraz> turning off WX seems to make it build fine 20151205 09:39:55-!- iceiceice [~chris@wesnoth/developer/iceiceice] has quit [Quit: Leaving] 20151205 09:45:52-!- Kwandulin [~Miranda@p200300760F6D9FEB3CA5FC7C86C0912A.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20151205 10:12:38-!- molgrum 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