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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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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Done. :)
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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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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
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
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Review: Approve
Code LGTM. Tested briefly, no issues seen.
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* 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.
-
Found a first bug, still need some debugging
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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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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
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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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 s
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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@bunnybot merge
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Sadly it doesn't.
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> 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 (anot
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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https://code.launchpad.net/~widelands-dev/widelands/tribe-economy-settings/+merge/366878
Your team Widelands D
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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Your team Widelands Deve
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
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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.launc
Refusing to merge, since Travis is not green. Use @bunnybot merge force for
merging anyways.
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Review: Approve
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You have convinced me.
I have done more testing - all working now :)
@bunnybot merge
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The proposal to merge
lp:~widelands-dev/widelands/expedition_portspace_indicator into lp:widelands
has been updated.
Status: Needs review => Merged
For more details, see:
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Bug filed: https://bugs.launchpad.net/widelands/+bug/1827696
Shall we discuss the rest on the forum?
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