Currently missileHits sent before the rename but hitting the target after are lost, see #4595 for a more complete description
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Test on the commands.txt file attached to #4595 (using the A21 version of the patch).
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Executing section Default... Executing section Source... Executing section JS... binaries/data/mods/public/simulation/components/Timer.js | 63| » if·(typeof·repeattime·!=·"number"·||·!(repeattime·>·0)) | | [NORMAL] JSHintBear: | | Confusing use of '!'. Executing section XML GUI... Executing section Python... Executing section Perl...
http://jw:8080/job/phabricator_lint/58/ for more details.
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Updating workspaces. Build (release)... Build (debug)... Running release tests... Running cxxtest tests (306 tests)..................................................................................................................................................................................................................................................................................................................OK! Running debug tests... Running cxxtest tests (306 tests)..................................................................................................................................................................................................................................................................................................................OK! Checking XML files...
http://jw:8080/job/phabricator/1376/ for more details.
imo the place isn't that bad, but this can probably happen with many more functions (not that I can give examples). So shouldn't we skip the functionName check and use this for every timer function with a target (or other entity related data)? (I didn't check or test whether this crashes elsewhere in code)
binaries/data/mods/public/simulation/components/Timer.js | ||
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153 | remove braces while at it |
imo the place isn't that bad, but this can probably happen with many more functions (not that I can give examples). So shouldn't we skip the functionName check and use this for every timer function with a target (or other entity related data)? (I didn't check or test whether this crashes elsewhere in code)
A more generic way might work, though I'm still not sure if that logic should be in cmpTimer.
I think this is a sad consequence of our architecture, but this would be awkward to put anywhere imo.
(I personally think it's a bit useless, at least in that specific case, as the Damage code can handle that)
Maybe fatherbushido meant that the arrow can just hit whatever entity happens to be at that location