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

2019-02-24 Thread GunChleoc
I noticed that The Nile was a lot slower than Wide World, although The Nile is smaller. So, I have tweaked the algorithm further for performance. The Nile before: 6552ms The Nile after: 2716ms General statistics is a good point. If we want to change those, we will have to do this field calcula

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

2019-02-24 Thread Toni Förster
Just one question. In the general statistics for land differ from the actual valuable owned land, because it counts unwalkable (and ¿water?). Should we leave it like it is or use the method we use for territorials? -- https://code.launchpad.net/~widelands-dev/widelands/bug-1810062-territorial-ca

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

2019-02-24 Thread Toni Förster
Just one question. In the general statistics for land differ from the actual valuable owned land, because it counts unwalkable and water. Should we leave it like it is or use the method we use for territorial? -- https://code.launchpad.net/~widelands-dev/widelands/bug-1810062-territorial-calcula

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

2019-02-24 Thread Toni Förster
We need to merge trunk first. There seems to be a conflict. -- https://code.launchpad.net/~widelands-dev/widelands/bug-1810062-territorial-calculations/+merge/361366 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/bug-1810062-territorial-calculations. _

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

2019-02-24 Thread hessenfarmer
Review: Approve @GunChleoc: You are my hero. This is working better than expected cause we don't have a black screen. We just have a little string in the lower left corner reading "initializing game". So from my side I think we have got a very fine result now. Thanks to everybody. I think we

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

2019-02-24 Thread Toni Förster
@GunChleoc a big thumbs up for your changes. I reverted the changes from r9000. -- https://code.launchpad.net/~widelands-dev/widelands/bug-1810062-territorial-calculations/+merge/361366 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/bug-1810062-territorial-calc

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

2019-02-24 Thread GunChleoc
-1 for hard-coding this to the maps' names. We cannot hard-code future maps uploaded to the website, and the list can get quite long. I have found a way to shift the calculation past the initial saveloading cycle. We still get a black screen, but it has a message on it, so the player will know

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

2019-02-24 Thread Toni Förster
Can you test r9000? -- https://code.launchpad.net/~widelands-dev/widelands/bug-1810062-territorial-calculations/+merge/361366 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/bug-1810062-territorial-calculations. ___ M

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

2019-02-24 Thread Toni Förster
Is it possible to get the maps name in lua? like wl.Game().mape.name Otherwise, since we know that this affects only some larger maps why not do this for the time being: init = function() -- Get all valuable fields of the map if wl.Game().map.width <= 256 or (wl.Game().map.height

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

2019-02-24 Thread hessenfarmer
I would vote for reverting to rev 8993 and deleting the superfluous write cycle. Probably we should keep the woodgnome in c++ part as well. So we would have a short black screen on very large maps but probably not longer than 4 secs. That would be the best we can get for now, while fixing the w

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

2019-02-24 Thread GunChleoc
That saving takes longer has nothing to do with the OS, I get it on Linux too. I don't see how we can easily improve speed on writing the scripting packet, since that's mostly done by the eris backend. We do have substring calls in there though that might be made faster by using char pointers in

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1807156-heap-use-after-free into lp:widelands

2019-02-24 Thread GunChleoc
The reported line is: ./src/wui/buildingwindow.cc:359 which is Widelands::Building* building_in_lambda = building_.get(parent_->egbase()); and my guess is that parent_ has become nullptr for some reason. No idea how to test his - I did not manage to trigger the bug, but maybe somebody else wi

[Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1815664-crash-conquer-tower into lp:widelands

2019-02-24 Thread noreply
The proposal to merge lp:~widelands-dev/widelands/bug-1815664-crash-conquer-tower into lp:widelands has been updated. Status: Needs review => Merged For more details, see: https://code.launchpad.net/~widelands-dev/widelands/bug-1815664-crash-conquer-tower/+merge/363296 -- Your team Widelan

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1815664-crash-conquer-tower into lp:widelands

2019-02-24 Thread hessenfarmer
travis failure after last merge is transient. @bunnybot merge force -- https://code.launchpad.net/~widelands-dev/widelands/bug-1815664-crash-conquer-tower/+merge/363296 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/bug-1815664-crash-conquer-tower. __

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

2019-02-24 Thread Toni Förster
> Another question I am interested in is whether > this is a windows only behaviour and if so why? It happens on macOS as well. Don't know about Linux though. > this could be circumvented by increasing the autosave interval. But that does not solve the underlying issue. > So what are your thoug

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1807156-heap-use-after-free into lp:widelands

2019-02-24 Thread Klaus Halfmann
Mhh, in case (building_in_lambda == nullptr) you return; In case (parent_ != nullptr) you fall through. This is in create_capsbuttons() but I dont see this in the stacktrace? Any idea how to test this? -- https://code.launchpad.net/~widelands-dev/widelands/bug-1807156-heap-use-after-free/+merge

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

2019-02-24 Thread hessenfarmer
I tested the new version now. It is better of course as we have one writing cycyle less. However it lasts still about 3:40 minutes from clicking start until the game finally starts for maps with a lot of fields. As this was introduced to avoid a 4 (maybe 6) second black screen on big maps afte

[Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1807156-heap-use-after-free into lp:widelands

2019-02-24 Thread bunnybot
Continuous integration builds have changed state: Travis build 4517. State: passed. Details: https://travis-ci.org/widelands/widelands/builds/497694161. Appveyor build 4304. State: success. Details: https://ci.appveyor.com/project/widelands-dev/widelands/build/_widelands_dev_widelands_bug_180715