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

2019-06-25 Thread Klaus Halfmann
Compiling again, got:

src/wui/constructionsitewindow.cc:33:19: warning: unused variable 
'pic_max_fill_indicator' 
static const char pic_max_fill_indicator[] = 
"images/wui/buildings/max_fill_indicator.png";
  ^
src/wui/constructionsitewindow.cc:34:19: warning: unused variable 
'pic_priority_low' 
static const char pic_priority_low[] = 
"images/wui/buildings/low_priority_button.png";
  ^
src/wui/constructionsitewindow.cc:35:19: warning: unused variable 
'pic_priority_normal' 
static const char pic_priority_normal[] = 
"images/wui/buildings/normal_priority_button.png";
  ^
src/wui/constructionsitewindow.cc:36:19: warning: unused variable 
'pic_priority_high'
static const char pic_priority_high[] = 
"images/wui/buildings/high_priority_button.png";

Not sure where got that from?

After merging with trunk I dont see the network Issue any longer, well.

Did we just break savegame ccompatibility (yes with the elk_moose)
OK, will start a new game for testing
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/fix-dropdowns into lp:widelands

2019-06-25 Thread Klaus Halfmann
Review: Needs Fixing testplay

No I got a crash :( kaputtnik is right, we must play some network games on 
trunk, RSN.

FATAL ERROR - game crashed. Attempting emergency save.
...
InternetGaming: logout(SERVER_CRASHED)
[NetClient] Closing network socket connected to 
2a03:4000:32:524:48cb:feff:feae:b0c6:7395.
Warning: Economy still has requests left on destruction
Warning: Economy still has flags left on destruction
Warning: Economy still has warehouses left on destruction
WareList: 125 items of 30 left.
WareList: 2 items of 33 left.
...
WareList: 1 items of 102 left.
Warning: Economy still has requests left on destruction
Warning: Economy still has flags left on destruction
Warning: Economy still has warehouses left on destruction
WareList: 127 items of 0 left.
...
WareList: 12 items of 102 left.
ObjectManager: ouch! remaining objects
lastserial: 2499
[NetRelayConnection] Closing network socket connected to 
2a03:4000:32:524:48cb:feff:feae:b0c6:7397.
InternetGaming: logout(SERVER_CRASHED)
libc++abi.dylib: terminating with uncaught exception of type WException: 
[../src/logic/playercommand.cc:1070] Unreachable code was reached.
Abort trap: 6
ObjectManager: ouch! remaining objects
lastserial: 2499
[NetRelayConnection] Closing network socket connected to 
2a03:4000:32:524:48cb:feff:feae:b0c6:7397.
InternetGaming: logout(SERVER_CRASHED)

I dont think this is related to tis particular branch, though.

Will try this on trunk again, later 
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/fix-dropdowns into lp:widelands

2019-06-25 Thread GunChleoc
Can you please create a bug report when finding errors caused by trunk, rather 
than putting them in a code review? You now have marked this branch as "needs 
fixing"; but it's trunk that needs fixing ;)

I have created a new bug report for this:

https://bugs.launchpad.net/widelands/+bug/1834151

Since you have found no further error in this branch, I'll go ahead and merge.

@bunnybot merge

> Compiling again, got:
> 
> src/wui/constructionsitewindow.cc:33:19: warning: unused variable
> 'pic_max_fill_indicator'
> static const char pic_max_fill_indicator[] =
> "images/wui/buildings/max_fill_indicator.png";
>   ^

These are already in trunk. It's time for another "fix compiler warnings" 
branch.
> After merging with trunk I dont see the network Issue any longer, well.

Excellent
 
> Did we just break savegame ccompatibility (yes with the elk_moose)

No, that branch has compatibility code. You won't be able to load new maps on 
older WIdelands versions though.
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[Widelands-dev] [Merge] lp:~widelands-dev/widelands/fix-dropdowns into lp:widelands

2019-06-25 Thread GunChleoc
The proposal to merge lp:~widelands-dev/widelands/fix-dropdowns into 
lp:widelands has been updated.

Commit message changed to:

Dropdown fixes and improvements
- Fix positioning of dropdown lists on fullscreen switches
- Define dropdown list height by number of items
- Add dropdowns to Lua interface
- Panel::free_children() now frees all its children
- Create styles for hotkeys and reduce number of render calls in listselect
- Get rid of map width/height code duplication in the editor
- Add support for using dropdowns as toolbar menus with hotkeys
- Fix toggling of minimized UniqueWindows

For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/fix-dropdowns/+merge/368223
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[Widelands-dev] [Merge] lp:~widelands-dev/widelands/get-rid-of-transport-draw into lp:widelands

2019-06-25 Thread bunnybot
Continuous integration builds have changed state:

Travis build 5241. State: passed. Details: 
https://travis-ci.org/widelands/widelands/builds/549898990.
Appveyor build 5020. State: success. Details: 
https://ci.appveyor.com/project/widelands-dev/widelands/build/_widelands_dev_widelands_get_rid_of_transport_draw-5020.
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/fix-dropdowns into lp:widelands

2019-06-25 Thread GunChleoc
Tracked down the line for the crash, it is caused by the new WIP 
constructionsite options. So, definitely not related to this branch.
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[Widelands-dev] [Merge] lp:~widelands-dev/widelands/fix-dropdowns into lp:widelands

2019-06-25 Thread noreply
The proposal to merge lp:~widelands-dev/widelands/fix-dropdowns into 
lp:widelands has been updated.

Status: Needs review => Merged

For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/fix-dropdowns/+merge/368223
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands-website/quiz_captcha into lp:widelands-website

2019-06-25 Thread GunChleoc
My current test run:

How many tribes - I gave wrong answer on purpose -> I get the form again
Name of the game - I answer this correctly -> I get the form again
Name of the game - I answer this correctly -> I get the form again
Name of the game - I answer this correctly, with uppercase W -> The form goes 
through
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/toolbar-dropdown-menus into lp:widelands

2019-06-25 Thread GunChleoc
Found 2 bugs:

- After using the toolbar menus, map navigation with arrow keys is broken
- Opening the ship statistics -> heap-use-after-free
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/constructionsite_options into lp:widelands

2019-06-25 Thread Benedikt Straub
Should be fixed now. I´m unable to compile and test at the moment though.
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/constructionsite_options into lp:widelands

2019-06-25 Thread GunChleoc
Yes, that fixed it :)

@bunnybot merge
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[Widelands-dev] [Merge] lp:~widelands-dev/widelands/unify-program-parsers into lp:widelands

2019-06-25 Thread bunnybot
Continuous integration builds have changed state:

Travis build 5242. State: errored. Details: 
https://travis-ci.org/widelands/widelands/builds/549900235.
Appveyor build 5021. State: success. Details: 
https://ci.appveyor.com/project/widelands-dev/widelands/build/_widelands_dev_widelands_unify_program_parsers-5021.
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[Widelands-dev] [Merge] lp:~widelands-dev/widelands/cleanup_playercommand_enums into lp:widelands

2019-06-25 Thread bunnybot
Continuous integration builds have changed state:

Travis build 5244. State: passed. Details: 
https://travis-ci.org/widelands/widelands/builds/549982685.
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/toolbar-dropdown-menus into lp:widelands

2019-06-25 Thread Klaus Halfmann
Looks ike playing te tutorial is the best test?
What are the names of Tutorial 1 & 4 ?


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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/toolbar-dropdown-menus into lp:widelands

2019-06-25 Thread GunChleoc
Basic Control and Economy.
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/toolbar-dropdown-menus into lp:widelands

2019-06-25 Thread Klaus Halfmann
Review: Needs Fixing play 1st tutorial

Not nice, you open the tool popup toheeter with the tool-size window.
The zoom Icons look a bit rough?
Via the Editor-Main-Menu one can open all windows at the same time, 
this cries for all kinds of Errors. 
Tutorial did not wait until I actually used te "Show Buiding Spaces" menu
Tutoral crashes with assert AND ASAN:
...
Clicking tab 'small'
Pressing button 'barbarians_lumberjacks_hut'
Clicking button 'barbarians_lumberjacks_hut'
Fatal exception: [../src/graphic/image_io.h:35] Image not found: 
images/wui/menus/menu_stock.png
FATAL ERROR - game crashed. Attempting emergency save.
Game: Writing Preload Data ... AddressSanitizer:DEADLYSIGNAL
=
==18043==ERROR: AddressSanitizer: SEGV on unknown address 0x (pc 
0x00010d04de4b bp 0x7ffee53a0910 sp 0x7ffee53a0460 T0)
==18043==The signal is caused by a READ memory access.
==18043==Hint: address points to the zero page.
#0 0x10d04de4a in Widelands::GamePreloadPacket::write(FileSystem&, 
Widelands::Game&, Widelands::MapObjectSaver*) game_preload_packet.cc:114
#1 0x10d052b08 in Widelands::GameSaver::save() game_saver.cc:51

Looks like the emergency save stumbeld over already corrupt data?

It think there is a lot to fix, aynthing more I can reasonably test?
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands-website/quiz_captcha into lp:widelands-website

2019-06-25 Thread kaputtnik
Yes, my approach does not work on the server. Not really sure why, but i guess 
its because the website runs with 4 gunicorn workers, whereas at home there is 
only one process involved.

Thanks for testing again :-)
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[Widelands-dev] [Merge] lp:~widelands-dev/widelands/constructionsite_options into lp:widelands

2019-06-25 Thread bunnybot
Refusing to merge, since Travis is not green. Use @bunnybot merge force for 
merging anyways.

Travis build 5246. State: errored. Details: 
https://travis-ci.org/widelands/widelands/builds/550167492.
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[Widelands-dev] [Merge] lp:~widelands-dev/widelands/toolbar-dropdown-menus into lp:widelands

2019-06-25 Thread bunnybot
Continuous integration builds have changed state:

Travis build 5247. State: failed. Details: 
https://travis-ci.org/widelands/widelands/builds/550168297.
Appveyor build 5026. State: success. Details: 
https://ci.appveyor.com/project/widelands-dev/widelands/build/_widelands_dev_widelands_toolbar_dropdown_menus-5026.
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/toolbar-dropdown-menus into lp:widelands

2019-06-25 Thread GunChleoc
Thanks for testing!

> Not nice, you open the tool popup toheeter with the tool-size window.

I do not understand what you mean here - please explain more.


> The zoom Icons look a bit rough?

The images are just placeholders, a graphic artist will need to make proper 
ones.

> Via the Editor-Main-Menu one can open all windows at the same time,
> this cries for all kinds of Errors.

This was also possible previously - you can open them all in trunk too. 
Certainly worth thinking about, but not in this branch.

> Tutorial did not wait until I actually used te "Show Buiding Spaces" menu

That bit is a bit different from trunk - the tutorial switched them on and off 
for you so that you can see how it's done, and then you have to do it yourself. 
In trunk, you have to do it yourself immediatel

How is the timing for you regarding the wait between opening the menu and 
clicking on the entry?

> Tutoral crashes with assert AND ASAN:
> ...
> Clicking tab 'small'
> Pressing button 'barbarians_lumberjacks_hut'
> Clicking button 'barbarians_lumberjacks_hut'
> Fatal exception: [../src/graphic/image_io.h:35] Image not found:
> images/wui/menus/menu_stock.png
> FATAL ERROR - game crashed. Attempting emergency save.
> Game: Writing Preload Data ... AddressSanitizer:DEADLYSIGNAL
> =
> ==18043==ERROR: AddressSanitizer: SEGV on unknown address 0x (pc
> 0x00010d04de4b bp 0x7ffee53a0910 sp 0x7ffee53a0460 T0)
> ==18043==The signal is caused by a READ memory access.
> ==18043==Hint: address points to the zero page.
> #0 0x10d04de4a in Widelands::GamePreloadPacket::write(FileSystem&,
> Widelands::Game&, Widelands::MapObjectSaver*) game_preload_packet.cc:114
> #1 0x10d052b08 in Widelands::GameSaver::save() game_saver.cc:51
> 
> Looks like the emergency save stumbeld over already corrupt data?

That's an image file that got moved, and then I merged in new code for the 
construction sites, which still pointed to the old image location. Fixed.


> It think there is a lot to fix, aynthing more I can reasonably test?

Testing needs to be done on the editor and the 2 tutorials, and maybe play a 
normal game too. And the dropdowns in the Options screen and the multiplayer 
setup should still be OK.
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