GunChleoc has proposed merging
lp:~widelands-dev/widelands/bug-1807156-heap-use-after-free into lp:widelands.
Commit message:
Ensure that interactive base still exists when toggling building help window
This will potentially fix a heap-use-after-free
Requested reviews:
Widelands Developers (w
Refusing to merge, since Travis is not green. Use @bunnybot merge force for
merging anyways.
Travis build 4515. State: failed. Details:
https://travis-ci.org/widelands/widelands/builds/497605494.
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Continuous integration builds have changed state:
Travis build 4515. State: failed. Details:
https://travis-ci.org/widelands/widelands/builds/497605494.
Appveyor build 4302. State: success. Details:
https://ci.appveyor.com/project/widelands-dev/widelands/build/_widelands_dev_widelands_bug_181566
The proposal to merge
lp:~widelands-dev/widelands/compiler_warnings_clang_201902 into lp:widelands
has been updated.
Status: Needs review => Merged
For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/compiler_warnings_clang_201902/+merge/363580
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Continuous integration builds have changed state:
Travis build 4512. State: passed. Details:
https://travis-ci.org/widelands/widelands/builds/497490064.
Appveyor build 4299. State: success. Details:
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Review: Approve
tested this and it is working fine savegame loads and can be played without
crash.
@bunnybot merge
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lp:~widelands-dev/widel
The proposal to merge lp:~widelands-dev/widelands/update_copyright_year_2019
into lp:widelands has been updated.
Status: Needs review => Merged
For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/update_copyright_year_2019/+merge/363579
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Continuous integration builds have changed state:
Travis build 4511. State: failed. Details:
https://travis-ci.org/widelands/widelands/builds/497474505.
Appveyor build 4298. State: success. Details:
https://ci.appveyor.com/project/widelands-dev/widelands/build/_widelands_dev_widelands_update_cop
compiled found no warnings we an care for
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Review: Approve review.
Thanks for copying the rights to 2019.
Found only these changes and removal of some empty lines.
will noth compile this
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Review: Approve review.
Thanks for catching these warings.
Will fetch and buid this even though you alreaday want to merge this.
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lp:~widelan
Codecheck error is from trunk
@bunnybot merge force
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Your team Widelands Developers is requested to review the proposed merge of
lp:~widelands-dev/widelands/update_copyright_year_2019 into lp:wideland
Codecheck error is from trunk
@bunnybot merge force
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Your team Widelands Developers is requested to review the proposed merge of
lp:~widelands-dev/widelands/compiler_warnings_clang_201902 into lp:w
Oops, wrong branch... now it will go in.
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Your team Widelands Developers is requested to review the proposed merge of
lp:~widelands-dev/widelands/compiler_warnings_clang_201902 into lp:widelands.
_
The proposal to merge
lp:~widelands-dev/widelands/bug-1810062-territorial-calculations into
lp:widelands has been updated.
Commit message changed to:
Refactor initialization of win conditions:
- Separate optional "init" coroutine that is executed on the loading
screen
- Shift calculations fo
I managed to get rid of 1 of the saves. We are creating an extra temp file with
a map save in EditorGameBase::postload() (thank you, Windows), and the postload
was being called by the replay writer, which was completely superfluous.
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I managed to load magic mountain. I took very long because of the multiple
saves. I attach this log to the (now invalidated) bug.
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lp:~w
Saving Magic Mountain on my old Laptop takes ~18sec with a release build
(r8998; Linux).
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lp:~widelands-dev/widelands/bug-1810062-territ
Waiting for the saveload is the way to go. Calcualtion takes 4 seconds on my
old machine for magic mountain while saving takes 90 seconds. So we should
initialize the fields after the initial save.
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I have testes this with an ASAN debug build any everything is fine. What
happens here is that big maps take a long time to calculate. Also, when doing
the initial save in trunk, the fields weren't part of the scripting packet yet.
Now they are, so saving takes longer.
One thing we should still
ok I have to correct myself it doesn't fail it just takes very long. (95 sec to
save the data for magic Mountain once).
So I will invalidate the bug just created.
However if we keep this branch in the current version we will have a loading
time of 3 - 5 minutes while having a black screen for
@ Toni: the game doesn't react anymore no activity can be seen on the HDD
Maybe it is a systemissue I am on win 10 64bit.
However Lost islands has a lot of fields as well (63k in trunk) and it just
takes some seconds to save. While with more fields around 100K it stalls
completely.
But I wil
southfall islands (102k fields) fails as well.
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@hessenfarmer what do you mean by it fails? The games does load eventually. The
saving part just takes ages and depending on your system can cause very big
maps to take 10-20 minutes to load.
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Big Eden fails. so as Big eden and Lost Islands have the same map size but
differ in fields (52k to 118k) it is definitly dependent on the size of fields.
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The "Writing Scripting Data" part is executed several times and takes some
minutes to execute. On my system roughly 3 times 5minutes.
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l
Lost islands works
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Europe1.1 has the same behaviour
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Magic Mountain at least. I'll test it with another big map as well.
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Which map is causing the problem?
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GunChleoc has proposed merging
lp:~widelands-dev/widelands/compiler_warnings_clang_201902 into lp:widelands.
Commit message:
Fix clang compiler warnings
Requested reviews:
Widelands Developers (widelands-dev)
For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/compiler_
Review: Needs Fixing
I did some testing with the latest version.
Regarding the values of calculating the valuable fields ist is only slightly
better in a release build while I suspect it much better in development build
(haven't tested this yet) However I would keep this hollowregion values an
Diff comments:
>
> === modified file 'src/logic/map.h'
> --- src/logic/map.h 2018-12-13 07:24:01 +
> +++ src/logic/map.h 2019-02-21 09:14:58 +
> @@ -165,6 +165,9 @@
> void recalc_whole_map(const World& world);
> void recalc_for_field_area(const World& world, Area);
>
The proposal to merge
lp:~widelands-dev/widelands/bug-1810062-territorial-calculations into
lp:widelands has been updated.
Commit message changed to:
Refactor initialization of win conditions:
- Separate optional "init" coroutine that is executed on the loading
screen
- Shift calculations fo
Review: Approve
I have now created a separate, optional initialization coroutine for the
winconditions, so it can have a loading screen.
Also some refactoring in Artifacts and Wood Gnome.
This can go in after another round of testing.
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The proposal to merge lp:~widelands-dev/widelands/robust-file-saving into
lp:widelands has been updated.
Status: Needs review => Merged
For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/robust-file-saving/+merge/358718
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@bunnybot merge force
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I am using HollowRegion for the init too now.
When loading the Nile, I get a black screen a lot longer than if I am starting
a game in trunk.
I'll check how complicated it will be to add a loading screen here.
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