I have done a code review anyway. Since I don't know that much about
networking, it's for code style only.
I have also given it a quick spin and found that IPv4 is preferred over IPv6, I
think it should be the other way around if possible, since v6 is the more
modern protocol.
Diff comments:
Crashed again (r8200) after playing a while. Just followed an expedition ship
exploring the world. Opened windows: Stock and Expedition. Unfortunately no
asserts:
Autosave: save took 1591 ms
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appropriate revision so you can see them.
Answers to your comments inline - I added all important comments to the code as
well. I will also replace the 0's with 0.f for the Rectf calls.
I think the caching model is gen
Review: Approve
2 tiny nits, code LGTM otherwise. Not tested yet.
And trading - yay! :)
Diff comments:
>
> === renamed file 'src/logic/map_objects/attackable.h' =>
> 'src/logic/map_objects/attack_target.h'
Move this to src/logic/map_objects/tribes?
>
> === modified file 'src/logic/map_obje
Thanks for the review :)
@bunnybot merge
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In Player::rediscover_node, I found the following code:
{ // discover everything (above the ground) in this field
field.terrains = f.field->get_terrains();
field.roads = f.field->get_roads();
field.owner = f.field->get_owned_by();
OK, owner
How is the documentation for you now?
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Yes, could be. I am traveling and cannot check right now. But if roads is set,
owner should be too - there can't be a field with roads but without owners.
> Am 21.05.2017 um 11:39 schrieb GunChleoc :
>
> In Player::rediscover_node, I found the following code:
>
>{ // discover everything (
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Tested now, so you can merge this any time :)
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The proposal to merge lp:~widelands-dev/widelands/fh1-multitexture into
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Status: Needs review => Work in progress
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Diff comments:
>
> === renamed file 'src/logic/map_objects/attackable.h' =>
> 'src/logic/map_objects/attack_target.h'
done.
>
> === modified file 'src/logic/map_objects/tribes/soldier.cc'
> --- src/logic/map_objects/tribes/soldier.cc 2017-05-13 18:48:26 +
> +++ src/logic/map_objects/t
@bunnybot merge
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Review: Resubmit
I have now implemented my new suggestion, because I think it makes more sense.
It's hard to test for though, since this won't fix the crash for savegames that
are already messed up.
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Commit Message changed to:
Assign owners to neighbours in Player::rediscover_node. The lack of owners was
causing crashes with the road program, which no longer knew which tex
Mhh, ao the savegames caanot be fixed, as they already have the broken status.
So when or why is Player::rediscover_node called?
As of the code this is for the NoteFieldTerrainChanged Event raised
by Map::change_terrain, this should happen by the gameeditor or some
luascript only -> should happen
So to test this we would need some game / scenarion where the borders two
between players
toggle a lot an then build roads along the newly seen parts of the map, correct?
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I guess that sort of situation could help with a bit of testing, yes.
Nodes are rediscovered if a worker or ship passes by them, or if a building is
built nearby.
It can also be triggered by Lua code as in
https://code.launchpad.net/~widelands-dev/widelands/bug-1687100-reveal_fields/+merge/3237
GunChleoc has proposed merging lp:~widelands-dev/widelands/fh1-multitexture
into lp:widelands.
Commit message:
The new font renderer now creates a set of textures that will be blitted
separately by the new class RenderedText. This avoids issues with texture sizes
exceeding the maximum size supp
OK, this went faster than expected. We now have a templated class
TransientCache that hands out shared_ptrs to everyone. It's a bit heavy in the
header, but there was no obvious split into header/cc file because of the
templating.
I have also added some log output when the cache overflows. I ha
> How is the documentation for you now?
Perfect :-) Thanks
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Added some more small tweaks, and this is hopefully done now. Let's get a new
diff.
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Thanks for the review! I included all your suggestions, even though the "prefer
IPv6" part is somewhere else in the code.
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