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[Disconnected by services] 20160709 18:16:28-!- Abojeg is now known as Gejoba 20160709 18:19:26< DeFender1031> Question about https://gna.org/bugs/?23323 : The wiki says that due to this bug, "[allow_undo] should not be used in events which use "[message] with [option]s", "because it might cause OOS". My question is "what kind of OOS?" Are we talking about desynching network games, or does this kill something in single-player as well? (Replays or saves maybe?) If it's only an issue for network games, we should update the docs to reflect 20160709 18:19:27< DeFender1031> that. If it's also an issue for single-player... well that just sucks, because I have a menu item which brings up a dialog which offers the user a choice, but one such choice is "cancel", in which case no changes are made, and it would be annoying to force that option to clear the undo stack just because of this bug. 20160709 18:28:19< zookeeper> i think network games only 20160709 18:28:34< zookeeper> not that i'm sure 20160709 18:29:51< zookeeper> i find it hard to imagine that it'd be a problem in replays though, if the menu item action doesn't actually change the gamestate 20160709 18:33:31-!- hk238 [~kvirc@t224.ip7.netikka.fi] has quit [Quit: http://www.kvirc.net/ 4.9.1 Aria] 20160709 18:37:10< DeFender1031> hmm 20160709 18:37:27< DeFender1031> why would it be a problem in network games? 20160709 18:42:30< zookeeper> i don't recall 20160709 18:42:35< zookeeper> maybe it even isn't anymore 20160709 18:42:40 * zookeeper knows nothing 20160709 18:48:22< DeFender1031> Seems like gfgtdf is the one who handled it. Perhaps I should wait until he's next here and ping him? 20160709 18:48:53< zookeeper> not a bad plan 20160709 18:54:04-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20160709 18:54:10-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth 20160709 19:02:08< celticminstrel> I don't think gfgtdf normally comes here. 20160709 19:03:59< zookeeper> true 20160709 19:04:47< DeFender1031> celticminstrel, i have seen him in here on occasion... 20160709 19:05:11< celticminstrel> I think that's generally when someone tells him to come here. 20160709 19:05:38< DeFender1031> does he hang out in -dev? is there some other way that would be better to cantact him? 20160709 19:05:56< celticminstrel> Just showed up there, I'll tell him to pop in here. 20160709 19:06:15< DeFender1031> ah, thanks. 20160709 19:06:39-!- gfgtdf [~chatzilla@x4e36a4e9.dyn.telefonica.de] has joined #wesnoth 20160709 19:07:15< DeFender1031> gfgtdf, i had a question about https://gna.org/bugs/?23323 : The wiki says that due to this bug, "[allow_undo] should not be used in events which use "[message] with [option]s", "because it might cause OOS". My question is "what kind of OOS?" Are we talking about desynching network games, or does this kill something in single-player as well? (Replays or saves maybe?) 20160709 19:07:42< DeFender1031> I figured you might know since it looks like you handled the bug. 20160709 19:09:14-!- Kwandulin [~Miranda@p200300760F2D81572563C7910FE31EFB.dip0.t-ipconnect.de] has joined #wesnoth 20160709 19:10:07< gfgtdf> DeFender1031: if this is still the case it mostlikely casues OOS in replays aswell, note that it's quite possible that this doesn't casue OOS anymore in 1.13 20160709 19:10:26< gfgtdf> DeFender1031: and that ofc the oos onyl happens if the actiosn is undone, and then another action executed. 20160709 19:10:38< celticminstrel> I imagine DeFender1031 is also interested in what happens in 1.12. 20160709 19:11:30< DeFender1031> indeed. I'm making an add-on for what is currently 1.12 20160709 19:11:45< DeFender1031> (though, 1.13 will probably hit stable before i'm done...) 20160709 19:12:08< celticminstrel> Probably about another year before 1.14? 20160709 19:12:18< celticminstrel> I don't remember what the official projection was. 20160709 19:12:51< DeFender1031> gfgtdf, the wiki seems to imply that it's fixed in 1.13 20160709 19:13:25< DeFender1031> i was asking about 1.12. I have a dialog which includes a "cancel" option, in which case no data is changed. 20160709 19:14:12< DeFender1031> was simply wondering if I could make it that selecing cancel wouldn't clear the undo list. 20160709 19:14:24< DeFender1031> oh, also, is this also an issue with custom dialogs? 20160709 19:15:23< DeFender1031> or maybe i should just #ifver around the [allow_undo] just to be safe... 20160709 19:17:59< gfgtdf> DeFender1031: actuall what i said ove is wrong, form the bug desciption, the OOS can actuall happen if the move isn't undone 20160709 19:18:15< gfgtdf> DeFender1031: there migth be some workaround, let me think 20160709 19:18:42< DeFender1031> question is, does it really cause a problem in single-player? 20160709 19:18:48< DeFender1031> because if not, then i'm fine. 20160709 19:19:32< DeFender1031> (though the docs should be updated to reflect that more clearly if that's the case) 20160709 19:20:23-!- Narrat [~Narrat@p5B15DCFC.dip0.t-ipconnect.de] has joined #wesnoth 20160709 19:21:43< gfgtdf> DeFender1031: hmm not sure, if you are you coudl just try to repoduce it with the scenario file from the bufrport. 20160709 19:23:09< DeFender1031> gfgtdf, i could, if i knew what might be affected that i should look at. Replays i suppose are a given. Save files too perhaps? Is there anything else relevant to a single-player game where OOS could occur? 20160709 19:25:19< gfgtdf> DeFender1031: the bugs says "Start the scenario below in a networked mp game, turns Delayed shroud updated on on side 1 an move the Elvish Scout one hex so that we would now see the enemy archer if DSU wasn't active. Then end the turn, side 2 will claim OOS. ", just replce 'networked mp game' with 'local mp game' and 'Then end the turn, side 2 will claim OOS.' with 'Then end the turn, save... 20160709 19:25:20< gfgtdf> ...the game, and watch it in the replay viewer' 20160709 19:28:04< DeFender1031> right. I was just asking if there was anything else that could be affected. 20160709 19:28:39< DeFender1031> what's "the replay viewer"? 20160709 19:29:02< DeFender1031> oh, load an check "show replay"? 20160709 19:29:14< gfgtdf> DeFender1031: the replay UI with the 'Stop' 'Start' etc button, yes thats what i meant 20160709 19:29:29< DeFender1031> okay. 20160709 19:30:04< DeFender1031> and where do i save this scenario to make it show up in the mp list? (I only know how to create scenarios for sp campaigns.) 20160709 19:31:38< gfgtdf> DeFender1031: save it anywhere and replace [scenario] with [multiplayer] 20160709 19:31:59< gfgtdf> DeFender1031: or add a campoaign for it and add type=mo to [campaign] 20160709 19:32:13< DeFender1031> hmm 20160709 19:39:06-!- Kwandulin [~Miranda@p200300760F2D81572563C7910FE31EFB.dip0.t-ipconnect.de] has quit [Ping timeout: 272 seconds] 20160709 19:40:28< DeFender1031> gfgtdf, the test scenario isn't even loading for me properly. In MP, it just sticks my scout right next to the enemy, with no shroud at all, and in a campaign is tells me "creating unit with an empty type field" and refuses to load. 20160709 19:41:57< gfgtdf> DeFender1031: hmm he bug desciptions says 1.13 so maybe that example was designed for 1.13 will try to test it myself. 20160709 19:42:17< DeFender1031> ah 20160709 19:42:39< celticminstrel> ...type=mo? What the heck does that even mean? 20160709 19:43:24< DeFender1031> celticminstrel, i think he meant "mp"? 20160709 19:44:08< celticminstrel> Oh, yeah, that makes sense then. 20160709 19:50:05< gfgtdf> DeFender1031: ok i repaired the exampel and was able to reproduce the bug in mp 20160709 19:51:34< DeFender1031> gfgtdf, thanks. 20160709 19:51:43< gfgtdf> DeFender1031: now testing sp 20160709 19:51:52< DeFender1031> i await with bated breath. 20160709 19:54:39< gfgtdf> DeFender1031: hmm im getting a quite unepeced bahviour, need more testing 20160709 19:55:00< DeFender1031> oh dear... that does not sound promising... 20160709 19:59:32< gfgtdf> DeFender1031: im not getting OOS erros, but the ame shows me teh message with the options suring the replay.. This looks liek sighted events are only somtimes synced in 1.12, maybe it depends on when they are fired (by a move or at turn end), just a guess though 20160709 20:01:01< DeFender1031> i see. What does that mean in terms of its feasibility in a single-player game? 20160709 20:05:31< gfgtdf> DeFender1031: he problem is that i cannot debug 1.12, so i currnetly don'T know 20160709 20:05:35< gfgtdf> don't * 20160709 20:06:54< DeFender1031> eh, I've already made you go through far more work on my behalf for this than it's worth. 20160709 20:07:07< DeFender1031> and thanks for that. 20160709 20:07:19< gfgtdf> DeFender1031: i tried to reproduce in 1.13 but that has other bugs... will look at the 1.13 bug. 20160709 20:07:32< DeFender1031> eesh. 20160709 20:08:00< gfgtdf> loonycyborg: i noticed that in 1.13 when i start a locla wesnothd from the multiplayer menu it wont ntoice if there is alreada wesnothd running (like it did previously) 20160709 20:08:03< DeFender1031> this is the point where people start suggesting that the whole engine be rewritten more cleanly, isn't it? 20160709 20:08:07< DeFender1031> :P 20160709 20:08:54< loonycyborg> gfgtdf: I didn't do any clientside changes. How exactly does it detect running wesnothd? 20160709 20:09:15< gfgtdf> loonycyborg: don't know 20160709 20:10:59-!- claymore2 [~hexchat@host86-166-93-91.range86-166.btcentralplus.com] has joined #wesnoth 20160709 20:12:28< gfgtdf> loonycyborg: sems liek the code ti stqart wesnothd is ins src/game_launcher.cpp 20160709 20:13:21< gfgtdf> loonycyborg: and wesnothd now crashes if there is already a wesnothd running 20160709 20:15:04< loonycyborg> yes, what else should it be doing other than exiting with error after failing to bind port? 20160709 20:16:18< gfgtdf> loonycyborg: maybe exit sliently, maybe that was how the prviousl 'don't start it twice' worked 20160709 20:16:29< gfgtdf> loonycyborg: not sure though 20160709 20:16:57< loonycyborg> I'll look into it later 20160709 20:43:29-!- RatArmy [~RatArmy@om126237125092.9.openmobile.ne.jp] has joined #wesnoth 20160709 21:10:11-!- gfgtdf [~chatzilla@x4e36a4e9.dyn.telefonica.de] has quit [Ping timeout: 240 seconds] 20160709 21:13:49-!- gfgtdf [~chatzilla@x4e36a4e9.dyn.telefonica.de] has joined #wesnoth 20160709 21:39:05-!- claymore2 [~hexchat@host86-166-93-91.range86-166.btcentralplus.com] has quit [Read error: Connection reset by peer] 20160709 21:43:36-!- Appleman1234 [~Appleman1@KD036012037077.au-net.ne.jp] has quit [Ping timeout: 246 seconds] 20160709 21:50:57-!- RatArmy [~RatArmy@om126237125092.9.openmobile.ne.jp] has quit [Ping timeout: 246 seconds] 20160709 22:16:14-!- trewe [~trewe@bl20-21-193.dsl.telepac.pt] has joined #wesnoth 20160709 22:37:59-!- ancestral [~ancestral@75-168-183-92.mpls.qwest.net] has quit [Quit: i go nstuf kthxbai] 20160709 22:41:26-!- Appleman1234 [~Appleman1@KD036012042157.au-net.ne.jp] has joined #wesnoth 20160709 22:43:34-!- ancestral [~ancestral@75-168-183-92.mpls.qwest.net] has joined #wesnoth 20160709 22:56:46-!- Narrat [~Narrat@p5B15DCFC.dip0.t-ipconnect.de] has quit [Quit: They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.] 20160709 23:09:00-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [Ping timeout: 246 seconds] 20160709 23:10:11-!- ChipmunkV [~vova@d0017-2-88-172-31-68.fbx.proxad.net] has quit [Quit: ChipmunkV] 20160709 23:15:12-!- ancestral [~ancestral@75-168-183-92.mpls.qwest.net] has quit [Quit: i go nstuf kthxbai] 20160709 23:17:05-!- ancestral [~ancestral@75-168-183-92.mpls.qwest.net] has joined #wesnoth 20160709 23:25:37-!- Appleman1234 [~Appleman1@KD036012042157.au-net.ne.jp] has quit [Ping timeout: 244 seconds] 20160709 23:35:51-!- RatArmy [~RatArmy@om126237125092.9.openmobile.ne.jp] has joined #wesnoth 20160709 23:37:08-!- prkc [~prkc@192.40.89.11] has quit [Quit: Leaving] --- Log closed Sun Jul 10 00:00:28 2016