[Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1810062-territorial-calculations into lp:widelands

2019-01-05 Thread bunnybot
Continuous integration builds have changed state:

Travis build 4384. State: passed. Details: 
https://travis-ci.org/widelands/widelands/builds/475608975.
Appveyor build 4176. State: success. Details: 
https://ci.appveyor.com/project/widelands-dev/widelands/build/_widelands_dev_widelands_bug_1810062_territorial_calculations-4176.
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1810062-territorial-calculations into lp:widelands

2019-01-05 Thread kaputtnik
30 seconds is definitely to long.

What about the idea mentioned in 
https://bugs.launchpad.net/widelands/+bug/1622307/comments/2 ? So we have a 
check in c++, which should be faster than lua. We can add an additional tag in 
the elemental file like we have for 'seafaring': When the map is saved, it will 
be checked for possibility to play territorial and the tag is added. This way 
we can also have a filter on the "Choose map" page, and exclude the 
winconditions from the list in the 'Launch Game' page. In my theory ;)

I think the map 'The Nile' is also affected.
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1796364-blinking-buildings into lp:widelands

2019-01-05 Thread Klaus Halfmann
Hmm I don get these travis Errors,
one looks like a timeout, next one hapens only att a pecific compile?

/home/travis/build/widelands/widelands/doc/sphinx/source/autogen_ai_hints.rst:117:
Definition list ends without a blank line; unexpected unindent.

Will try to test this anyway
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1796364-blinking-buildings into lp:widelands

2019-01-05 Thread Klaus Halfmann
Uhm, the savegame fails me: 
Assertion failed: (result >= 0), function operator~, file 
../src/logic/map_objects/draw_text.h, line 38.
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1810062-territorial-calculations into lp:widelands

2019-01-05 Thread Toni Förster
The checks here not only "minimize" a map. They also increase it. The map 
Astoria 2.R goes from 37602 to 42610 fields. 12% more fields that were covered 
by trees and stones before and weren't counted. Calculation time here is not 
really noticeable.

The Map the Nile already can be played in territorial. With the current 
implementation it has 56801 fields in total, and 55325 fields with this 
revision. This map is quite well designed. But calculations also take some 
time, because it has allot of mines and flag-only fields.

Regarding your idea for territorial checks in the Editor. I think we don't need 
that flag. Instead, the Editor should calculate the amount of fields for 
territorial and store this table in the map file. When starting a new game we 
then just need to load the table instead of calculation the fields.

(But this is beyond my current abilities, sadly)

If someone has a neat idea on how to speed this code here up... I guess math 
would help :-)

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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1796364-blinking-buildings into lp:widelands

2019-01-05 Thread Klaus Halfmann
Review: Needs Fixing testplay

Oops was killed with:
Assertion failed: (result >= 0), function operator~, file 
../src/logic/map_objects/draw_text.h, line 38.

will ty to reproduce this in a debugger.
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1796364-blinking-buildings into lp:widelands

2019-01-05 Thread Klaus Halfmann
Review: Abstain debug

I attached a Debuugger and starte to play my latest youtube Video:
https://www.magentacloud.de/share/tu4ayusx.k 
   Fie_: FRI01_H50_End.wgf

The asser ht me amost immediatedly when Itried to open the Map.

The TextToDraw Enum was 3 which is out of range, hence the assert.

Gun: I assume he latest merge to trunk broke something?

As I have never seen this blinking anywhere I hae no idea
what do about this now. Maybe it does not happen on OSX?

Benedikt: can you provide a videdo of this blinking?
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1796364-blinking-buildings into lp:widelands

2019-01-05 Thread kaputtnik
A video is added to the bugreport in comment 1.

I have merged trunk into this branch, so appveyor should give a windows 
executable.

Funnily playing the saved game, with was saved with revision r8874, do work 
with this branch after merging trunk (so r8913).

Didn't saw those blinking buildings also.
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1796364-blinking-buildings into lp:widelands

2019-01-05 Thread Klaus Halfmann
Oops, Benedikt is playing in Frisian/Platdütsch that complicates the Issue :-)

I pulled the branch again and will try tommorow, hopefully merging trunk fixed
the Assertion.
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1810062-territorial-calculations into lp:widelands

2019-01-05 Thread kaputtnik
> Instead, the Editor should calculate the amount of fields for territorial and 
> store this table in the map file. When starting a new game we then just need 
> to load the table instead of calculation the fields.

+1 :-)
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[Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1796364-blinking-buildings into lp:widelands

2019-01-05 Thread bunnybot
Continuous integration builds have changed state:

Travis build 4385. State: failed. Details: 
https://travis-ci.org/widelands/widelands/builds/475766568.
Appveyor build 4177. State: success. Details: 
https://ci.appveyor.com/project/widelands-dev/widelands/build/_widelands_dev_widelands_bug_1796364_blinking_buildings-4177.
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1796364-blinking-buildings into lp:widelands

2019-01-05 Thread Klaus Halfmann
A Debug builds now shows this, too:

https://travis-ci.org/widelands/widelands/jobs/475766582
widelands: 
/home/travis/build/widelands/widelands/src/logic/map_objects/draw_text.h:38: 
TextToDraw operator~(TextToDraw): Assertion `result >= 0' failed.
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