Works like a charm! Thanks @wraitii ;D
I've tried to break this in several occasions but failed to do so, however, code-wise I've little knowledge about this part.
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Sep 10 2019
In rP22878#37642, @Freagarach wrote:I think @wraitii found this by himself?
Maybe you could split the gamesetup → gameconfig change to another patch ?
And I've tested by doing the following:
- svn up and deleted cache
- rebuilt the game with clean-workspaces.sh then update-workspaces.sh
- binaries/system/pyrogenesis
It turns out the problems I reported on the forums last Friday are still there:
- when opening "Learn To Play/Structure Tree" from the main menu:
- clicking the "History" button closes it and returns to the main menu (instead of opening History)
- pressing Alt+Shift+H opens History as it should
- pressing Alt+Shift+T re-opens the Structure Tree (when it's already open, it should close)
- mutatis mutandis for "Learn To Play/History"
Then I did arc patch D2273 and tried again. Clicking the History/Structure Tree button opens the corresponding window, as it should, so this patch apparently solves that problem. However, pressing Alt+Shift+H/T still re-opens the corresponding window, even though it should actually close it when it's already open, so that problem is still there.
I think @wraitii found this by himself?
This patch should be good to go, but the problem is that it depends on Freezing that initattributes, at least it sounds very fragile if we already had many previous code that changed the simulation state unintentionally which was fixed by freezing.
So the patch depends on D2213, and for that one I dont know yet (A) if its a good idea (and even correct) to remove the second persistentrooted value, and (B) at which place to call the freeze function.
(I'm not so familiar with that code either, so it's something new to learn for any of us looking at that.)
It's actually quite annoying to not have this patch committed, because it fixes an important defect (removing g_Game && g_Game->IsGameStarted() && !g_Game->IsVisualReplay() && g_AtlasGameLoop && !g_AtlasGameLoop->running && CRenderer::IsInitialised())).
Successful build - Chance fights ever on the side of the prudent.
Don't worry, I was more wondering why you said that the cache erasure fixed it. Also why I said that I couldnt reproduce. Also why I was sure that I had tested this. I hope space time continuum isn't broken x)
https://wildfiregames.com/forum/index.php?/topic/26274-breaking-changes-following-22379/page/2/&tab=comments#comment-384668
Successful build - Chance fights ever on the side of the prudent.
@Nescio just check whether you get the errors described in the test case when doing the test case, and no longer errors after applying the patch :)
Fixed issue reported by faction02 in a forum PM and analyzed by Freagarach, thank you!!
https://wildfiregames.com/forum/index.php?/messenger/10014/
Unfortunately I don't understand these lines of codes, therefore I don't consider myself capable of properly reviewing this.
Thank you!
ERROR: JavaScript error: simulation/ai/common-api/map-module.js line 44 TypeError: p is undefined
at turn 1092 in replay (SVN 22882).
Not sure but it might be introduced here?
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
@Angen's inlines.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Sep 9 2019
I've tested more, I surrender.
Nope, that still doesn't fix the conditional jump.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Missing file, also init m_CertStatus
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
After commenting out the create XmppClient call, the conditional jump warning is gone.
Successful build - Chance fights ever on the side of the prudent.
Notice that mouseWheel and mouseButton events are never repeated (at least that is what testing says here)
if (!m_DisableGL) { // Construct 1x1 24-bit texture shared_ptr<u8> data(new u8[3], ArrayDeleter()); data.get()[0] = 255; data.get()[1] = 0; data.get()[2] = 255; Tex t; (void)t.wrap(1, 1, 24, 0, data, 0);
Affected line:
glDrawElements(GL_TRIANGLES, indexes.size(), GL_UNSIGNED_SHORT, &indexes[0]);
Affected JS_CallFunctionValue in IGUIObject::ScriptEvent:
JS::AutoValueVector paramData(cx); paramData.append(mouse); JS::RootedObject obj(cx, GetJSObject()); JS::RootedValue handlerVal(cx, JS::ObjectValue(*it->second)); JS::RootedValue result(cx, JS::UndefinedValue()); if (!JS_CallFunctionValue(cx, obj, handlerVal, paramData, &result)) { // We have no way to propagate the script exception, so just ignore it // and hope the caller checks JS_IsExceptionPending }
The affected line in GUIRenderer::Draw is glDrawArrays(GL_TRIANGLES, 0, 6);.
Offending code ?
The affected line is glClear(GL_DEPTH_BUFFER_BIT); from rP666, number of the beast:
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
add entry to template, fix repair command back
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.