[Widelands-dev] [Merge] lp:~widelands-dev/widelands/save_refactor into lp:widelands

2017-04-23 Thread noreply
The proposal to merge lp:~widelands-dev/widelands/save_refactor into 
lp:widelands has been updated.

Status: Needs review => Merged

For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/save_refactor/+merge/322622
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[Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1678598-expedition-no-eco-crash into lp:widelands

2017-04-23 Thread GunChleoc
GunChleoc has proposed merging 
lp:~widelands-dev/widelands/bug-1678598-expedition-no-eco-crash into 
lp:widelands.

Commit message:
Only cancel expedition if there is a reachable portdock.
- Reset the expedition state to "Waiting" if no portdock could be found
- Show a warning message to owner
- AI will continue exploring

Requested reviews:
  Widelands Developers (widelands-dev)
Related bugs:
  Bug #1678598 in widelands: "END OF EXPEDITION due to time-out schip.cc 
assertion failed "
  https://bugs.launchpad.net/widelands/+bug/1678598

For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/bug-1678598-expedition-no-eco-crash/+merge/323004
-- 
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lp:widelands.
=== modified file 'src/ai/defaultai_seafaring.cc'
--- src/ai/defaultai_seafaring.cc	2017-01-28 14:53:28 +
+++ src/ai/defaultai_seafaring.cc	2017-04-23 12:22:45 +
@@ -19,6 +19,8 @@
 
 #include "ai/defaultai.h"
 
+#include "economy/fleet.h"
+
 using namespace Widelands;
 
 // this scores spot for potential colony
@@ -358,6 +360,14 @@
 		log("%d: %s at %3dx%3d: END OF EXPEDITION due to time-out\n", pn,
 		so.ship->get_shipname().c_str(), so.ship->get_position().x, so.ship->get_position().y);
 
+		// In case there is no port left to get back to, continue exploring
+		if (!so.ship->get_fleet() || !so.ship->get_fleet()->has_ports()) {
+			log("%d: %s at %3dx%3d: END OF EXPEDITION without port, continue exploring\n", pn,
+ so.ship->get_shipname().c_str(), so.ship->get_position().x, so.ship->get_position().y);
+			persistent_data->expedition_start_time = gametime;
+			return;
+		}
+
 		// For known and running expedition
 	} else {
 		// set persistent_data->colony_scan_area based on elapsed expedition time

=== modified file 'src/economy/flag.cc'
--- src/economy/flag.cc	2017-01-25 18:55:59 +
+++ src/economy/flag.cc	2017-04-23 12:22:45 +
@@ -652,12 +652,13 @@
 	always_call_for_flag_ = nullptr;
 }
 
-void Flag::init(EditorGameBase& egbase) {
+bool Flag::init(EditorGameBase& egbase) {
 	PlayerImmovable::init(egbase);
 
 	set_position(egbase, position_);
 
 	animstart_ = egbase.get_gametime();
+	return true;
 }
 
 /**

=== modified file 'src/economy/flag.h'
--- src/economy/flag.h	2017-01-25 18:55:59 +
+++ src/economy/flag.h	2017-04-23 12:22:45 +
@@ -142,7 +142,7 @@
 	void log_general_info(const EditorGameBase&) override;
 
 protected:
-	void init(EditorGameBase&) override;
+	bool init(EditorGameBase&) override;
 	void cleanup(EditorGameBase&) override;
 
 	void draw(uint32_t gametime,

=== modified file 'src/economy/fleet.cc'
--- src/economy/fleet.cc	2017-01-25 18:55:59 +
+++ src/economy/fleet.cc	2017-04-23 12:22:45 +
@@ -93,19 +93,22 @@
  * Initialize the fleet, including a search through the map
  * to rejoin with the next other fleet we can find.
  */
-void Fleet::init(EditorGameBase& egbase) {
+bool Fleet::init(EditorGameBase& egbase) {
 	MapObject::init(egbase);
 
 	if (ships_.empty() && ports_.empty()) {
 		molog("Empty fleet initialized; disband immediately\n");
 		remove(egbase);
-		return;
+		return false;
 	}
 
 	find_other_fleet(egbase);
 
-	if (active())
+	if (active()) {
 		update(egbase);
+		return true;
+	}
+	return false;
 }
 
 struct StepEvalFindFleet {
@@ -564,6 +567,10 @@
 	}
 }
 
+bool Fleet::has_ports() {
+	return !ports_.empty();
+}
+
 /**
  * Search among the docks of the fleet for the one that has the given flag as its base.
  *

=== modified file 'src/economy/fleet.h'
--- src/economy/fleet.h	2017-01-25 18:55:59 +
+++ src/economy/fleet.h	2017-04-23 12:22:45 +
@@ -91,7 +91,7 @@
 
 	bool active() const;
 
-	void init(EditorGameBase&) override;
+	bool init(EditorGameBase&) override;
 	void cleanup(EditorGameBase&) override;
 	void update(EditorGameBase&);
 
@@ -99,6 +99,7 @@
 	void remove_ship(EditorGameBase& egbase, Ship* ship);
 	void add_port(EditorGameBase& egbase, PortDock* port);
 	void remove_port(EditorGameBase& egbase, PortDock* port);
+	bool has_ports();
 
 	void log_general_info(const EditorGameBase&) override;
 

=== modified file 'src/economy/portdock.cc'
--- src/economy/portdock.cc	2017-02-22 20:23:49 +
+++ src/economy/portdock.cc	2017-04-23 12:22:45 +
@@ -144,7 +144,7 @@
 	// do nothing
 }
 
-void PortDock::init(EditorGameBase& egbase) {
+bool PortDock::init(EditorGameBase& egbase) {
 	PlayerImmovable::init(egbase);
 
 	for (const Coords& coords : dockpoints_) {
@@ -152,6 +152,7 @@
 	}
 
 	init_fleet(egbase);
+	return true;
 }
 
 /**

=== modified file 'src/economy/portdock.h'
--- src/economy/portdock.h	2017-01-25 18:55:59 +
+++ src/economy/portdock.h	2017-04-23 12:22:45 +
@@ -102,7 +102,7 @@
 	  float scale,
 	  RenderTarget* dst) override;
 
-	void init(EditorGameBase&) override;
+	bool init(EditorGameBase&) override;
 	void cleanup(EditorGameBase&) override;
 
 	void add_neighbours(

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1678598-expedition-no-eco-crash into lp:widelands

2017-04-23 Thread Klaus Halfmann
1st Code Review
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lp:~widelands-dev/widelands/bug-1678598-expedition-no-eco-crash into 
lp:widelands.

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[Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1678598-expedition-no-eco-crash into lp:widelands

2017-04-23 Thread Klaus Halfmann
The proposal to merge 
lp:~widelands-dev/widelands/bug-1678598-expedition-no-eco-crash into 
lp:widelands has been updated.

Commit Message changed to:

Only cancel expedition if there is a reachable portdock.
- Reset the expedition state to "Waiting" if no portdock could be found
- Show a warning message to owner
- AI will continue exploring

- Added a boolean success semantics to MapObject::init() to achieve this.

For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/bug-1678598-expedition-no-eco-crash/+merge/323004
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lp:widelands.

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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1678598-expedition-no-eco-crash into lp:widelands

2017-04-23 Thread Klaus Halfmann
Review: Approve code revie, compile, test

Original Nile crash now shows:

5: Azurea Sea at 101x100: END OF EXPEDITION without port, continue exploring
  5: last command for ship Azurea Sea at 102x102 was 41518 seconds ago, 
something wrong here?...
5: Azurea Sea at 102x102: explore uphold, visited first time
5: Azurea Sea: continue island circumvention, dir=1

and the game doe not crash  ok.

Tried the game attached to 1678598 in trunk -> crashes when canceling the 
expedition
without harbours, expected.

Tried the same in this brach, got the expected message.

-> Fine for me

will try to finish that nile szenario now, using that branch.




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[Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1678598-expedition-no-eco-crash into lp:widelands

2017-04-23 Thread bunnybot
Continuous integration builds have changed state:

Travis build 2114. State: passed. Details: 
https://travis-ci.org/widelands/widelands/builds/224895585.
Appveyor build 1949. State: success. Details: 
https://ci.appveyor.com/project/widelands-dev/widelands/build/_widelands_dev_widelands_bug_1678598_expedition_no_eco_crash-1949.
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1678598-expedition-no-eco-crash into lp:widelands

2017-04-23 Thread GunChleoc
You can ignore the something wrong here? bit. I am only resetting the 
expedition status, not giving any new commands to the Ai ship. So, the ship 
will be waiting until the AI issues the next round of commands.
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/rendertarget_ints into lp:widelands

2017-04-23 Thread Notabilis
The diff looks okay to me and a short test game hasn't shown any optical 
glitches. But... ;-)

Three minor remarks code-wise:
- Is there a reason that Bob::calc_drawpos() (and derived methods) are still 
returning floats? Since it returns the pixel position on the screen I guess it 
is always an integer anyway.
- UI::correct_for_align() and UI::center_vertically() are somehow related from 
what they are doing but are offering quite different interfaces. Since I found 
an older TODO concerning the Align-enum I guess this might be already scheduled 
to change at some time.
- correct_for_align(kCenter) is called but correct_for_align(kLeft) is omitted. 
This might be a problem with right-to-left languages (or strange corner cases I 
could not come up with right now). Could also already be scheduled for change.

Another problem is a crash I encountered in my test game. It happened randomly 
and I couldn't reproduce it, so it might be also in trunk. But since it is 
graphic/blitting related I post the backtrace here for now.



Cmd_EnemyFlagAction::execute player(1): flag->owner(2) number=1
Cmd_EnemyFlagAction::execute player(1): flag->owner(2) number=1
Cmd_EnemyFlagAction::execute player(1): flag->owner(2) number=1
Forcing flag at (45, 31)

Thread 1 "widelands" received signal SIGSEGV, Segmentation fault.
0x55de1828 in std::equal_to::operator() 
(this=0x56ad91b8 , __x=@0x7fff9100: 
27123, __y=)
at /usr/include/c++/6/bits/stl_function.h:356
356   { return __x == __y; }
(gdb) bt
#0  0x55de1828 in std::equal_to::operator() 
(this=0x56ad91b8 , __x=@0x7fff9100: 
27123, __y=)
at /usr/include/c++/6/bits/stl_function.h:356
#1  0x563b0eab in std::__detail::_Equal_helper, std::__detail::_Select1st, 
std::equal_to, unsigned long, false>::_S_equals (__eq=..., 
__extract=..., __k=@0x7fff9100: 27123, __n=0x608f5b40) at 
/usr/include/c++/6/bits/hashtable_policy.h:1331
#2  0x563b0b0a in std::__detail::_Hashtable_base, std::__detail::_Select1st, 
std::equal_to, std::hash, 
std::__detail::_Mod_range_hashing, std::__detail::_Default_ranged_hash, 
std::__detail::_Hashtable_traits >::_M_equals (
this=0x56ad91b8 , 
__k=@0x7fff9100: 27123, __c=27123, __n=0x608f5b40) at 
/usr/include/c++/6/bits/hashtable_policy.h:1702
#3  0x563b0687 in std::_Hashtable, std::allocator >, std::__detail::_Select1st, std::equal_to, 
std::hash, std::__detail::_Mod_range_hashing, 
std::__detail::_Default_ranged_hash, std::__detail::_Prime_rehash_policy, 
std::__detail::_Hashtable_traits >::_M_find_before_node 
(this=0x56ad91b8 , __n=27123, 
__k=@0x7fff9100: 27123, __code=27123)
at /usr/include/c++/6/bits/hashtable.h:1420
#4  0x563b0072 in std::_Hashtable, std::allocator >, std::__detail::_Select1st, std::equal_to, 
std::hash, std::__detail::_Mod_range_hashing, 
std::__detail::_Default_ranged_hash, std::__detail::_Prime_rehash_policy, 
std::__detail::_Hashtable_traits >::_M_find_node 
(this=0x56ad91b8 , __bkt=27123, 
__key=@0x7fff9100: 27123, __c=27123)
at /usr/include/c++/6/bits/hashtable.h:634
#5  0x563af71e in std::__detail::_Map_base, std::allocator >, std::__detail::_Select1st, std::equal_to, std::hash, std::__detail::_Mod_range_hashing, 
std::__detail::_Default_ranged_hash, std::__detail::_Prime_rehash_policy, 
std::__detail::_Hashtable_traits, true>::operator[] 
(this=0x56ad91b8 , __k=@0x7fff9100: 
27123) at /usr/include/c++/6/bits/hashtable_policy.h:591
#6  0x563aefe5 in std::unordered_map, std::equal_to, 
std::allocator > >::operator[] 
(this=0x56ad91b8 , __k=@0x7fff9100: 
27123) at /usr/include/c++/6/bits/unordered_map.h:904
#7  0x563ae47e in Gl::State::do_bind (this=0x56ad9180 
, target=33985, texture=27123)
at /widelands/rendertarget_ints/src/graphic/gl/utils.cc:196
#8  0x563ae3b6 in Gl::State::bind (this=0x56ad9180 
, target=33985, texture=27123)
at /widelands/rendertarget_ints/src/graphic/gl/utils.cc:180
#9  0x5636751d in BlitProgram::draw (this=0x56ad8e60 
, arguments=std::vector of length 416, 
capacity 512 = {...})
at /widelands/rendertarget_ints/src/graphic/gl/blit_program.cc:166
#10 0x56222689 in RenderQueue::draw_items (this=0x56ad6a60 
, items=std::vector of length 455, 
capacity 1024 = {...})
at /widelands/rendertarget_ints/src/graphic/render_queue.cc:226
#11 0x56222585 in RenderQueue::draw (this=0x56ad6a60 
, screen_width=1920, screen_height=1080)
at /widelands/rendertarget_ints/src/graphic/render_queue.cc:213
#12 0x55e7f71a in Graphic::refresh (this=0x56b44630) at 
/widelands/rendertarget_ints/src/graphic/graphic.cc:206
#13 0x5607e130 in UI::Panel::do_run (this=0x5f50c240) at 
/widelands/rendertarget_ints/src/ui_basic/panel.cc:197
#14 0x55dda8a8 in UI::Panel::run 
(this=0x5f50c240) at ../src/ui_basic/panel.h:96
#15 0x55eea120 in Widelands::Game::run (this=0x7fff

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1512093-workers into lp:widelands

2017-04-23 Thread GunChleoc
OK, let's merge this then :)

@bunnybot merge
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/savegame-menu into lp:widelands

2017-04-23 Thread GunChleoc
Colors are reversed between the Fullscreen menus and the in.game menus on 
purpose. This is necessary because the background makes non-bold text 
unreadable in the Fullscreen menus - the coloring is consistent with the 
mapselect screen though.

I used the arrow in the replay in an attempt to signal that the gametime is the 
start of the replay, not the end or length. Regarding the load/save screens, we 
have map descriptions in the load menu and actual filenames in the save menu. 
Do you thing that we need a button to toggle those like in the editor load/save 
map?

H means Host, we are distinguishing host from client here. MP is reserved for 
multiplayer client games. How about MPH/MPC?

And yes, the savegame menu is consistent with the editor menus, not the 
Fullscreen menus. I can look into changing the button positions.

I don't see a natural cutoff point to make the editbox shorter that would be 
visually pleasing - ideas?

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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/rendertarget_ints into lp:widelands

2017-04-23 Thread GunChleoc
Thanks for the review :)

The crash looks unfamiliar, I'll have to look into this.


> Is there a reason that Bob::calc_drawpos() (and derived methods) are still 
> returning floats? 

Yes, these are there for the zoom function, map elements can now end up not 
being positioned pixel perfect.


> UI::correct_for_align() and UI::center_vertically() are somehow related from 
> what they are doing but are offering quite different interfaces.

Not really. center_vertically() is omitting the align parameter, because align 
is always centered here.


> correct_for_align(kCenter) is called but correct_for_align(kLeft) is omitted.

I'll go over these again when we do the final RTL GUI switching code.
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[Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1512093-workers into lp:widelands

2017-04-23 Thread noreply
The proposal to merge lp:~widelands-dev/widelands/bug-1512093-workers into 
lp:widelands has been updated.

Status: Needs review => Merged

For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/bug-1512093-workers/+merge/322981
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/savegame-menu into lp:widelands

2017-04-23 Thread kaputtnik
> Colors are reversed between the Fullscreen menus and the in.game menus on
> purpose. This is necessary because the background makes non-bold text
> unreadable in the Fullscreen menus 

Can't follow you here. The Save game menu shows currently (in this branch) bold 
white constants ('Map name:') with non bold yellow variables (e.g. "Crater"). 
What is against having bold yellow constants with bold white variables like it 
is all other gameplay menus?

> - the coloring is consistent with the
> mapselect screen though.

You mean mapselect screen in Editor? I think this branch do not touch the menus 
in editor. The Choose map screen for single player game shows also bold yellow 
constants with bold white variables.

Maybe i am too fussy :)

> I used the arrow in the replay in an attempt to signal that the gametime is
> the start of the replay, not the end or length. 
Ok, never associate it with the beginning of the replay... maybe has to be 
clarified in the tooltip? Or, since the same information is also on the right 
side, describe it it on the right side. So instead: 'Game Time: 20:44' -> 
'Start of replay: 20:44'. One disadvantage when the game time is in the column: 
Clicking on the column header sort the entrys by gametime then. Don't know if 
gametime is a necessary information to sort for.

> Regarding the load/save
> screens, we have map descriptions in the load menu and actual filenames in the
> save menu. Do you thing that we need a button to toggle those like in the
> editor load/save map?
No, i don't think so. I had trouble to write what i meant. Another try:

The column description in Load save game menu contains for example:

1. The Strands of Malac'mor (Build blockhouse) -> Campaign(Objective)
2. test (Crater) -> filename (Mapname)
3. Autosave 00: Crater -> somename: Mapname

Especially the 2. and 3. example shows different formats of the same kind of 
information. Having an extra string for autosave files is ok for me, but the 
format should be equal in both entries, imho. To distinguish between campaigns 
both entries may be in format 'name: mapname'. The resulting entries would then 
be:

1. The Strands of Malac'mor (Build blockhouse)
2. test: Crater -> removed curved brackets
3. Autosave 00: Crater


> H means Host, we are distinguishing host from client here. MP is reserved for
> multiplayer client games. How about MPH/MPC?

I don't mind. For me all those abbreviations are not self explaining *lol*

> And yes, the savegame menu is consistent with the editor menus, not the
> Fullscreen menus. I can look into changing the button positions.

I think distinguishing between editor and playing menus, if feasible, would be 
good, since editor and playing are different kind of programs.

> I don't see a natural cutoff point to make the editbox shorter that would be
> visually pleasing - ideas?

In the old save game menu the editbox was visual a part of the table. I liked 
that...


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[Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1664052-expedition-shipwindow-crash into lp:widelands

2017-04-23 Thread bunnybot
Continuous integration builds have changed state:

Travis build 2116. State: passed. Details: 
https://travis-ci.org/widelands/widelands/builds/225038488.
Appveyor build 1951. State: success. Details: 
https://ci.appveyor.com/project/widelands-dev/widelands/build/_widelands_dev_widelands_bug_1664052_expedition_shipwindow_crash-1951.
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