Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1825932-open-games into lp:widelands

2019-05-03 Thread GunChleoc
Having a message in the chat window isn't enough. I did not see it, and the 
same will happen to others. So, I still think that we should show the games as 
unconnectable rather than hiding them.

Other things we could to is make the text in the editbox red and adding a 
tooltip to the editbox.
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1827182-sort-client-list into lp:widelands

2019-05-03 Thread GunChleoc
Review: Approve

LGTM :)

This branch can go in once codecheck has been fixed. If you don't want to 
trigger a compile for this, you can use

cmake/codecheck/CodeCheck.py src/* | grep -v "src/third_party"

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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1827182-sort-client-list into lp:widelands

2019-05-03 Thread Toni Förster
Done. :)
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[Widelands-dev] [Merge] lp:widelands/build20 into lp:widelands

2019-05-03 Thread bunnybot
Continuous integration builds have changed state:

Travis build 4856. State: passed. Details: 
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1825932-open-games into lp:widelands

2019-05-03 Thread Toni Förster
I agree. We should change the colour in the editbox and have a tooltip. But 
currently I have no idea how to change the text's colour. Can you give me a 
hint, please?
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/expedition_portspace_indicator into lp:widelands

2019-05-03 Thread Benedikt Straub
Review: Resubmit

OK, now InteractiveBase receives a notification instead when a portspace is 
found. Since there are fairly many reasons why a port space can become 
unavailable again (ship sails on, port is constructed, ship is sunk…), the 
IBase takes care of cleaning up the set itself now when think()ing. This fixes 
the bug that the indicator won´t go away on portconstruction.
Also added saving support for the indicators so they are also shown for ships 
that already are in PortSpaceFound state when the game is loaded.
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/tribe-economy-settings into lp:widelands

2019-05-03 Thread Klaus Halfmann
Review: Disapprove short review

I go along with Benedikt. An average player will have a _lot_ of trouble to get 
the economy
going and will have no clue what the problems are. We would have to rethink all 
the Tutorials and Scenarios. Some novice players may be trapped in on of the 
tribes special pitfalls even faster then now (e.g. trying to build a silk 
infrastructure without silk, winery without Marble etc...)

If you want to create a challenge for experienced players, lets have a 
startcondition like "Limited Start Resources" or such
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[Widelands-dev] [Merge] lp:~widelands-dev/widelands/tribe-economy-settings into lp:widelands

2019-05-03 Thread bunnybot
Continuous integration builds have changed state:

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

2019-05-03 Thread Benedikt Straub
Review: Approve

Code LGTM. Tested briefly, no issues seen.
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/refactor_gameclient into lp:widelands

2019-05-03 Thread Klaus Halfmann
* Used parent instead of This.
* moved all Variables into Impl

About that -2 magic: I got lost in finding the sematics of user/player etc.
I added a TODO comment with our best guess by now.

I am at the End of my vacation (sigh) so lets get this in before it
starts lingering around for too long.
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/refactor_gameclient into lp:widelands

2019-05-03 Thread Klaus Halfmann
Found a first bug, still need some debugging
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/refactor_gameclient into lp:widelands

2019-05-03 Thread Klaus Halfmann
Still get a heap-use-after-free related to
std::unique_ptr loader_ui(new UI::ProgressWindow());

But this is maybe just a problem as the game crashed with 
disconnect(CLIENT_CRASHED, )

A have a deja vue around GameClientImpl.modal which is released twice.

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

2019-05-03 Thread GunChleoc
You could also do the game tips like this:

const std::string tribename = get_players_tribe();
assert(Widelands::tribe_exists(tribename));
std::unique_ptr tips(new GameTips(*loader, {"general_game", 
"multiplayer", tribename}));


As to the ASan crash, I suspect that there is a problem with the lifetime of an 
object caused by the pulling out of stuff into separate functions.
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1825932-open-games into lp:widelands

2019-05-03 Thread Toni Förster
Tooltip is implemented. But the changing text colour... that's beyond my 
understanding. Thought I could implement this with boost::format but that 
doesn't work.

We have set_color() available for tables and textfields, but I have no idea how 
to implement this for editboxes.
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/expedition_portspace_indicator into lp:widelands

2019-05-03 Thread GunChleoc
I am still wondering if we can get more performance out of this thing.

* Ship sails on and ship is sunk could be taken care of by the ShipNote
* Port being built can be taken care of by buildcaps, just like we do for the 
building spaces overlays in general

Any other reasons?

+1 for the saving support :)
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1825932-open-games into lp:widelands

2019-05-03 Thread GunChleoc
I actually don't know whether changing text color is supported at this time. I 
don't want to touch the editbox code right now, because I have a big 
refactoring in the works.
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1827182-sort-client-list into lp:widelands

2019-05-03 Thread GunChleoc
@bunnybot merge
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1825932-open-games into lp:widelands

2019-05-03 Thread Toni Förster
Sadly it doesn't.
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/expedition_portspace_indicator into lp:widelands

2019-05-03 Thread Benedikt Straub
> Port being built can be taken care of by buildcaps
IMHO we should remove the portspaces either only in response to Notes or only 
autonomously. Mixing both feels messy. 
To use notes, we´d need subscriptions (in addition to what we already have) to
– NoteExpeditionCanceled
– FieldPossession (another possible reason why a portspace might become 
unavailable is that some other player conquers that land, which is not even 
necessarily reflected in the buildcaps)
– FieldTerrainChanged (if the port space is removed by a terrain-changing 
script)
– A tree grows over the port space (or is this forbidden somehow?) → is there a 
notification for that?
– A script unsets a port space directly → is there a notification for that?

That´s quite a lot for a pretty small feature IMHO; and I don´t think the 
autonomous cleanup of displayed portspaces is performance-critical – I can´t 
imagine a player will have so many expeditions at a time that it really matters.
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/tribe-economy-settings into lp:widelands

2019-05-03 Thread GunChleoc
I guess what we could have here is to allow players to define their own default 
options, because micromanaging this to the same values for each game start is 
probably a bit annoying.
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1825932-open-games into lp:widelands

2019-05-03 Thread GunChleoc
I have created a merge request for the other branch:

https://code.launchpad.net/~widelands-dev/widelands/font_size-lua/+merge/366938

Once that is in, I can take care of the color.
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/tribe-economy-settings into lp:widelands

2019-05-03 Thread hessenfarmer
I agree with Benedikt and Klaus as well as I think some of the defaults could 
be reduced (e.g. basic weapon from 30 to 10). I believe setting the values to 
the default starting values would be the lowest limit to reduce to as it would 
trigger production immediately if something is used.
However having individual settings would be the best solution so +1 for this 
from my side. As a side effect this would lead to individual settings 
possibilities for the AI which might be good as well
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[Widelands-dev] [Merge] lp:~widelands-dev/widelands/ferry into lp:widelands

2019-05-03 Thread bunnybot
Continuous integration builds have changed state:

Travis build 4865. State: failed. Details: 
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[Widelands-dev] [Merge] lp:~widelands-dev/widelands/font_size-lua into lp:widelands

2019-05-03 Thread GunChleoc
The proposal to merge lp:~widelands-dev/widelands/font_size-lua into 
lp:widelands has been updated.

Commit message changed to:

Except for scenario and win condition messages, define all font styles via Lua. 
Reduce the number of construtors in TextArea.

For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/font_size-lua/+merge/366938
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[Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1827182-sort-client-list into lp:widelands

2019-05-03 Thread bunnybot
Refusing to merge, since Travis is not green. Use @bunnybot merge force for 
merging anyways.

Travis build 4866. State: errored. Details: 
https://travis-ci.org/widelands/widelands/builds/527644741.
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[Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1827182-sort-client-list into lp:widelands

2019-05-03 Thread bunnybot
Continuous integration builds have changed state:

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

2019-05-03 Thread GunChleoc
Review: Approve


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

2019-05-03 Thread GunChleoc
You have convinced me.

I have done more testing - all working now :)

@bunnybot merge
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[Widelands-dev] [Merge] lp:~widelands-dev/widelands/refactor_gameclient into lp:widelands

2019-05-03 Thread bunnybot
Continuous integration builds have changed state:

Travis build 4871. State: failed. Details: 
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[Widelands-dev] [Merge] lp:~widelands-dev/widelands/expedition_portspace_indicator into lp:widelands

2019-05-03 Thread noreply
The proposal to merge 
lp:~widelands-dev/widelands/expedition_portspace_indicator into lp:widelands 
has been updated.

Status: Needs review => Merged

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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/tribe-economy-settings into lp:widelands

2019-05-03 Thread GunChleoc
Bug filed: https://bugs.launchpad.net/widelands/+bug/1827696

Shall we discuss the rest on the forum?
-- 
https://code.launchpad.net/~widelands-dev/widelands/tribe-economy-settings/+merge/366878
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