Okay, the code lgtm. What I do not like is that the messages are only archived
when the message window is opened. E.g.: if you have no messages and a quarry
runs out of stone. You burn this quarry - after this you open the message
window (which is marked as having new messages), but you see none
Review: Needs Fixing
This is a really good start. I think the deprecated methods should vanish. I
think this should be done before merging.
Of course the old renderer should be killed as well and the new one used
in all places instead. We should not need to deal with rich text in code
anymore
Review: Needs Fixing
I think this is the wrong approach - the LuaClass does not have any data
members, so it should not persist anything at all. The MapView (c++ class)
should save its data to save games one day, so that you have the same view and
so on when loading.
For the Lua fix here, all
Review: Needs Fixing
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> Indeed a proper test suite would be nice. and each bug fixed should have, if
> possible, a test written to check for regression.
> But as you said some handler function would be required.
I think starting out with a directory of .wmf files and run each in order from
a shell script (i.e. always
>
> So, in this case, the L_Mapview class shoud override __persits/__unpersist,
> and make sure the pointer is correct upon loading (or it is not even needed?).
I think nothing is needed - just two empty functions.
> Now for the other window, that would need another data paquet class, which
> wou
btw, is this ready for review too?
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very wonderful.
I think this would not have needed a review :). Feel free to commit things like
this directly into trunk - but always make sure that you are merging into trunk
and push this (never merge trunk into your working branch and push this, as
this changes history and ends in a huge ma
Can you make sure that this has no conflicts with trunk?
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I think this is the very right approach to doing this. I am still in the USA
right now, and pretty loaded, so I am still slow to review code. However one
thing immediately: game_mapview_player_data_paquet should be
game_mapview_player_data_packet. Same for the classes. Why did you change this
t
Review: Needs Fixing
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Review: Approve
Beautiful implementation! Merged.
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Review: Approve
Thanks. I changed some nits and merged. Please let me know when you are not
happy about the changes I did and I can revert them in trunk.
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Merged. Thanks as always!
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Review: Needs Fixing
I think the code looks fine, however this had merge conflicts when i tried to
merge it to trunk and I am too tired to figure them out right now. Could you do
this please?
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SirVer has proposed merging lp:~widelands-dev/widelands/regression_testing into
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This is not really for merging yet. I was fed up with all the regressions we
have had in the latest time (not blaming anybody here - this just happens when
you have no tests in place) and started hacking together a test suite that
essentially runs widelands with different lua scripts. this is fi
Thanks. Merged.
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Review: Approve
I applied a diff of this to trunk and committed this as a new revision. That
means your editing history is gone, but I didn't feel comfortable having this
removed and added of the same file in the same commit - I do not trust bzr this
far :).
This is therefore merged, i.e. it's
the regression_test.py script is used. But you have to hack in the path to your
widelands binary in test/__init__.py for now.
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mmh, I just realized I overwrote the contents of this file before pushing by
accident :(.
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Time machine to the rescue - I pushed the correct content of the file now.
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> Currently I use that method, rendering a test string to know the font height.
As mentioned, I think with the caching this approach is fine.
> I'm coming to the multiline edit box, and I was thinking, should the
> wordwarpper be kept around?
No, I think it should definitively be killed. The one
Changes sound nice, maybe I can get it some more code reviews tonight before
bed and after work.
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Review: Needs Fixing
Finally went over this. The use of InMemoryImage is fine as it never stays
around to be a problem with graphic system reinitialization.
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chees -- me and the save comment button. I forgot to mention: I have some
comments and did some small fixes that you should review/address.
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Review: Approve
I am slightly confused. Why does it say this is merged? Trunk does definitely
not contain the new code. Could it be that you branched and merged your
different branches from each other instead from trunk?
however, the code looks fine. Just a nit
upcast(Warehouse, wh, building);
Review: Approve
Easy enough I think. Factoring out the percent would have been nice, but I have
no clear idea how this could be done in a nice way, so I'll just shut my
foodhole and merge this.
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Review: Approve
Seems fine to me. This is really only for debugging. Merging this.
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Review: Approve
Compiles for me and the changes are very straightforward. Merged. Thanks for
looking into this Jens!
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Review: Approve
Looks good. Merged.
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Review: Approve
Lgtm. Merged. Thanks for taking care of this.
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Review: Approve
lgtm - I merged this minus the test win condition.
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Review: Needs Fixing
Spoke too soon: You still need to check in logic/playersmanager.[h|cc].
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Review: Needs Fixing
and there are a few style problems. Could you run the style checker on this
too, please?
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I'll definitely review this this week - I am then all caught up on reviews
afaik.
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Review: Approve
keep_when_removed is a bad name choice. how about calling it
link_lifetime_to_msgsender. It would then be the inverse of what it is now, but
easier to understand. Please change the name to something different and then
merge it to trunk yourself?
Approved, but please fix this on
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Review: Approve
Doesn't matter any longer :). I merged this now. Thanks for all the work Charly!
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Review: Approve
Just for the future: Please do merge trunk in a separate commit. It is pretty
much impossible to look at the changes you did manully in the last commit, so
it is harder for me to see how you adressed them.
Otherwise: lgtm, merged.
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Charly, could you comment on what went wrong here?
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that is a lot of code. I will review after I am done with the log_messages one.
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i strongly suggest using ccache (http://ccache.samba.org/). I also use this
(but without the repoalias plugin) which makes bzr better for me:
http://www.taoeffect.com/blog/2009/06/using-bazaar-like-git-repoalias-plugin/.
What about these changes here? Can you get them into trunk manually someh
Review: Needs Fixing
This has conflicts with master - hard to see what you actually changed.
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I do not care about the 1 pixel thingy. But you are right, cursor movements
should not be handled by the text renderer. So the solution might really be to
pass the layout boxes up again - then the node might not be needed. I
kinda like this solution, though I also feel that the separation of co
Thanks for the comments. The bug in the lua testsuite is fixed in trunk, i
haven't merge it into this yot though.
I really want to work on this, but there are > 12000 lines of code still to be
reviewed and I feel a little burned out right now. So do not expect much
progress from me with this -
One hour!!?!?! Oh wow. Are you using ccache? http://ccache.samba.org/ . It
takes me < 5 minutes to make a fresh build after a make clean.
I will review as soons as I find some energy for this. Thanks for working on
this Teppo.
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Review: Approve
lgtm. merged and deployed - now go to sleep - cheese, it is in the middle of
the night for you guys :).
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I am very pressed on time and have not read through all the comments yet. I
have some strong opinions on some of those though, and I will comment as soon
as I find 30 minutes to read through all of it. Just FYI :).
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Your tea
the changes seems reasonable to me - I only skimmed them though. The changes to
the IImageLoader interface breaks then end2end tests of the new FontRenderer in
test/richtext - they have been very helpful to track down bugs in the font
renderer and make it in the first place. I am unsure if it is
I'll have a look. But I think this is a different question from the one we are
discussing here, so I suggest merging this branch and working on the tests in
richtext_test. I'll go ahead and do the merge right now.
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:/. Too slow, this was already merged. I'll have a look at the richtext_test
branch.
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- TOOD: I haven't converted all of this section, but I'm not sure how good it
Noone forces you to have all in the paragraph translated. You can do things
like p(_"text" .. "" .. _"more text").
-- How to deal with parts which want specific styles (like centered/italics)
and still be translatable?
I did not see a commit message for this. Have you done this already?
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> I see TTF handle bold/italic styles, so I wonder why it is handled in the
> code by using different fonts. This is not going to work if using the custom
> fonts. The bold faces processed by SDL_TTF do not look that bad imo.
What SDL_TTF is when rendering bold is to render the same text twice w
Btw, i also looked at richtext_test branch and I think it should be merged. You
made it more general than I ever did, even if it does not completely work for
you, it is better than what was there before. We can fix the tests when we want
to add new features to the renderer.
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Review: Needs Fixing
Thanks, the pointer to the files to look at was very good. In general I think
this is a great change and improves the design a lot - it also shows further
places for refactoring which were much harder to see before this change. Here
are some thoughts:
class Storage:
looks
Review: Needs Fixing
two tribes, that -> no comma imho.
ongoing wars, would -> no comma either, imho.
Otherwise, lgtm. Feel free to merge.
Btw, I will be in vacations for 2 weeks and not participate much in WL
development during this time. Just FYI.
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Review: Needs Information
Review done. Very little comments - looks very good to me. Makes the code much
easier to understand and gets rid of a lot of redundancies. I wondered if it
would not be possible to do much of what you've done with composition instead
of inheritance though. The multiple
sounds good. do you think we should rush this before b18 or wait till after
b18? It seems like rushing is dangerous but could be beneficial. Your call
anyways - I think I will not be able to help a lot.
About rewriting the texts: All scenario texts should not need a rewrite, they
do not use the
perfectly acceptable solution for now. This branch made the code nicer to look
at and easier to understand for sure. Thanks for your work as always!
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> >-- TODO: Btw, looks like neither spaces, tabs nor \t provides whitespace.
> >This is a bug in the old renderer.
> I thought we were using the new one for campaign dialogs now?
Unfortunately not yet :(. The new renderer is only used in a few places right
now, mostly in the UI. Theres is a branch
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I'll set this to in progress, feel free to change if you think this is not the
correct state.
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Review: Needs Fixing
I only did a quick review for now - I think this can go into b18, but it needs
some cleanups.
I suggest to refactor the map versioning stuff into a class of its own instead
of having it all in Map. Map than only contains one member of this new class
type. Map already has t
Review: Approve
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I think this looks good codewise now. Do you have plans to add the packet to
the currently shipped maps or will this be delayed till after b18? Note that we
might have this for some maps then (which are changed in the next few days) but
not for others - not a big problem as long as all formats s
the _compatibility is needed for forward compatibility - i.e. b18 will be able
to read maps that are made with 'later' versions too if we are careful. This is
a good thing to have for maps I think.
And having this in maps now is useful in the future - so while a use case would
be nice, I do not
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I merged this now in a way - I started from your atlantean modification, added
the code to deal with Lua files when showing readmes and finished your
conversion to be a 1to1. I am going ahead and rewriting parts of the README now
that are outdate or look funky. Thanks for your work on this, it m
the compile errors on launchpad came from merge conflicts with the translation
branch which i just fixed. Your change is straightforward, it still compiles on
mac. Imerged it just now.
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The branch is now done and ready for merging after b18. I request review and
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Review: Approve
lgtm. I see that I get this deployed this week.
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I necro this one. Do you think it is worth merging or should we directly try
moving to 1.5. I really dislike that idea - so many packages that will need
updating.
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Thanks for working on these issues Shevonar! Your work is as always appreciated.
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Not all of these are uncritical, i.e. std::string name = r.String(); will read
bytes from r., removing the variable is fine, but the r.String(); must remain
(with a comment).
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> Does ngettext need to be added as a new build dependency
No new dependencies are needed, so this should be fine without any (further)
cmake file fixes.
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Review: Approve
I agree on both issues. The windows thingy could even be seen as a bug fix and
the other is definitively a build bug fix.
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Review: Needs Information
Not sure if this is accurate. Boost signals2 is required to build widelands,
but it is headers only - i.e. it does not need to be linked in. Those were the
changes in r6821. I am not familiar with the package names in debian, but I
think this change should not go in.
Review: Approve
Thanks for breaking this down for me :). I do not see an issue testing this in
the main PPA - they are pretty verbose on failures sending out multiple emails,
so we should know immediately if something breaks. so I would not bother with
an testing branch.
I suggest merging this
A short amendment: As soon as we merge this a lot of translations will go stale
- we have manually save them somehow, otherwise a lot of work is lost.
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Review: Approve
Crazy catch! Congrats on finding this so quickly!
I think this should be merged right now. It is very minimal, only affects mingw
on win32 (should not even change the compiled file on other systems) and fixes
a very annoying bug.
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Review: Needs Fixing
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Nice. That is a really good idea and I think the implementation looks
reasonable too. It is a bit drafty still, though (see comments below). Was this
the first time you did something with go? How did you like it?
Some comments:
- func NewIRCBridge() IRCBridge should read its configuration from
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Setting this to rejected as it is really abandoned right now.
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> But i will look into using a routine and buffers...
I understand your comment, but I still think it is a good idea. First, because
it is more idiomatic go (as far as I see it right now :)) and secondly
goroutines and channels are essential building blocks that somehow set the
language apart -
I do not fully understand your question.
If you only want to test the behavior of the server you can just hand in two
channels and fake messages on those in your server tests (i.e. no IRC Bridge is
created at all). I think this is the most reasonable approach to take since you
cannot rely on I
I am for the safer way: this setting will not be used by regular users anyway
(and if, you could even argue that it is better that it resets itself to the
default metaserver). so i see no reason to rush it into b18. And remember, we
once got broken by an image - so who knows what is safe?
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ht
And progress on this? Anything I can help you with? If you are stuck we can
also remote pair on the code for a bit, maybe we come up with something
together.
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https://code.launchpad.net/~widelands-dev/widelands-metaserver/ircbridge/+merge/203277
Your team Widelands Developers is subscribed to
no pressure - just wondered if you still want to work on this or if it should
be merged around now.
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https://code.launchpad.net/~widelands-dev/widelands-metaserver/ircbridge/+merge/203277
Your team Widelands Developers is subscribed to branch lp:widelands-metaserver.
_
Review: Needs Fixing
Something is wierd in this merge request. Is this branched from trunk? Or does
i18n needs pushing? Because it shows conflicts to i18n and changes to (e.g.)
cmake files that have happened in trunk.
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https://code.launchpad.net/~gunchleoc/widelands/smugglers-i18n/+merge/205
Btw, if this is branched from trunk merging i18n into this branch should do the
trick.
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https://code.launchpad.net/~gunchleoc/widelands/smugglers-i18n/+merge/205496
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lp:~widelands-dev/widelands/gci18nfixes.
___
Well, you can just merge i18n into this branch. Then only the differences will
show up.
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https://code.launchpad.net/~gunchleoc/widelands/smugglers-i18n/+merge/205496
Your team Widelands Developers is subscribed to branch
lp:~widelands-dev/widelands/gci18nfixes.
___
Well, testing this will be difficult - we need 4 players that can build from
this branch and are available for playtesting. It will be much easier to test
this when it is in trunk. So for now I think the best we can do is have another
few pairs of eyes reading over this and making sure that it l
You should be able to start widelands 4 times on one machine and host in one
and join in the others. No virtualization should be needed - I hope that this
is actually correct :)
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https://code.launchpad.net/~gunchleoc/widelands/smugglers-i18n/+merge/205496
Your team Widelands Developers is subs
The proposal to merge lp:~gunchleoc/widelands/smugglers-i18n into
lp:~widelands-dev/widelands/gci18nfixes has been updated.
Status: Needs review => Rejected
For more details, see:
https://code.launchpad.net/~gunchleoc/widelands/smugglers-i18n/+merge/205496
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