Hi,
On 30.06.2014, at 10:00, Tibor Bamhor <tibor...@gmail.com> wrote:

> Well, AI never ever before checked if a bulding listed in productionsites 
> really exists. There is another part of code (functions lose_building and 
> gain_buildings) that are called by core and are updating productionsites 
> list. Widelands has been working this way for years and nobody ever felt a 
> need to change that (or I as a newcomer do not know about this).

the AI was never really ‘working’. It was always very fragile and it contains a 
bunch of bugs. I do not really understand your resistance - the OPtr code is 
already implemented and it is very simple to use. If you merge trunk and it 
still compiles you are golden. 

> We are talking abut something else, see this line:
> 
> ProductionSiteObserver& site = productionsites.front();
> 
> Our question is "Is iterator 'site' valid all the time 
> check_productionsites() function is being executed?

The code you posted is always valid in c++ as long as !productionsite.empty(). 
No change to productionsites can invalidate this code, only a delete &site; 
will. This never happens until the site is actually destroyed in Widelands. So 
this is not the bug that valgrind shows you.

> I googled quite a lot and it seems there is not a good way to verify validity 
> of such iterator, only programmer has to be carefull with manipulating 
> std::list. Manipulation (push_back, pop_back) can make such iterator invalid.

There is no iterator in this code. We peek at the content of productionsites() 
and remove the beginning. No iterator is hold.

> Also note that during running AI (DefaultAI::think() and all called 
> functions) no building is finished or destroyed. AI calls 
> "send_player_dismantle(*site.site)" and building is dismantled (in fact in 
> two stages) later, and IA is notified about change via lose_building() and 
> productionsites list is updated (this is done out of DefaultAI::think() 
> function). At the end the game is single-threaded, is not it?

It is. But the AI in particular is the first thing that would be made 
multithreaded - the logic never will. But AIs should be able to act in 
parallel. 

> Also note that there is update_productionsite_stats() functions that f.e. 
> queries statistics of buildings in productionsites and if it queried 
> nonexisting building it would lead to segmentation fault or other problems.
> 
> So brief summary at the end :):
> we are talking about different issues: I talk about validity of std:list 
> iterator, you about possibility that productionsites contains nonexistant 
> building.

Both are realistic issues. I offered a solution for the second problem and I 
think you should stick with it. 

Holger


> 
> Regards
> 
> Tibor
> 
> 
> 
> 2014-06-30 7:11 GMT+02:00 Holger Rapp <sir...@gmx.de>:
>> (should I send the replay to mailing list?)
> 
> yes :). Contacting one dev individually is nearly always the wrong decision. 
> 
> Also, you should make a merge request if you want to have your branch 
> reviewed. And it should be ready for inclusion into trunk from your point of 
> view, otherwise reviewing is a waste of time. 
> 
>> But the summary of situation is here:
>> 
>> My tiborb-ai branch (merged to trunk in revision 6978) contained a bug that 
>> did not show on linux only on other platforms.
>> 
>> You tried to fix it in revison 6989, but the fix is wrong, valgrind reports 
>> memory issues and the std::list productionsites is treated incorrectly, 
>> every time a building is to be checked (all production buildings are checked 
>> periodically), the buiding is deleted from list and this leads to absurd 
>> behaviour. AI just doesnt know about own buildings. Visible effect is that 
>> no mines are built because mines are built only if there are 8 production 
>> buildings. And AI just believes actual number of buildings is too low 
>> (decreasing by one by every regular productionsites check - done every +- 20 
>> seconds).
> 
> Most buildings should be repushed at the end of the list before returning the 
> function. But my changes might easily contain errors of course - I find the 
> AI code hard to understand and there are no tests, so refactorings break 
> things. Note that no dev has the right to complain about his/her code to be 
> broken by others if there are no tests :).
> 
>> In tibor-ai2 I added further changes to the AI logic and hopefully fixed the 
>> crashing. Tested under valgrind, gdb - tenths of hours of gameplay and other 
>> hundereds without debug tool. But I cannot test it under other platforms.
> 
> While that sounds like a lot of testing, reality shows that just letting the 
> game run is usually poor testing - it will not test corner cases often 
> enough. And hundreds of hours is is just 1 hour for a hundred people - i.e. 
> they will hit corner cases much quicker. Adding tests for your new features 
> (AND doing the run the game for a while tests) is usually much better. 
> 
>> So options are:
>> a) we go object pointers way (your design) but somebody (you?) should fix it 
>> in trunk first, I am not able to
>> b) we omit object pointers and stay with old design - this is what is done 
>> in my branch.
> 
> Why not do both and use object ptrs? They are the correct choice in the sense 
> of defense programming. I am fine with your changes as long as they do not 
> crash the game. A bad AI is preferable to a crashing one for sure though. 
> 
>> What I suggest: somebody should test under windows/mac and find out it it 
>> still crashes and if not - I will merge trunk into my branch - option b.
>> 
>> And this is also reason why I did not do any merging of trunk to my branch.
>> 
>> Personally - I spend some time working on this, I feel it is in reasonable 
>> state and would like to have it merged finally.
> 
> Okay, then propose it for reviewing and request windows and mac feedback. You 
> will likely not get much until it is merged and hits the nightlies though - 
> then is when people are really starting to play with it. 
> 
> 
>> 
>> 
>> Tibor
>> 
>> 
>> 2014-06-28 8:12 GMT+02:00 Holger Rapp <sir...@gmx.de>:
>> Please merge Trunk Now. Make it a habit to keep your branch up to date with 
>> trunk by always merging. It will make reviewing easier by making the diff as 
>> realistic and small as possible.
>> 
>> Also, explaining why trunk ai is broken and how you fixed it will make it 
>> easier to comment on this part directly.
>> 
>> > Am 27.06.2014 um 23:22 schrieb Tibor Bamhor <tibor...@gmail.com>:
>> >
>> > Hi all,
>> >
>> > Please review latest changes I did to AI in branch tibor-ai2
>> >
>> > bzr branch lp:~widelands-dev/widelands/tibor-ai2
>> >
>> > AI in trunk is still badly broken and I think it is time to fix it.
>> >
>> > I am interested especially in stability on Windows and Mac platform, as 
>> > this was a problem with previous iteration of AI.
>> >
>> > If everything is OK, I will merge trunk there and propose merging into 
>> > trunk
>> >
>> > Thanks!
>> >
>> > Tibor
>> > _______________________________________________
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>> 
> 
> 

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