- User Since
- Dec 21 2016, 3:52 PM (102 w, 5 d)
Sat, Dec 8
It's the same situation with mod/art/textures/ui/textures.xml it's only present in the "mod" mod, but the directory (without the xml file) also exists in "public".
And these rngs/rncs only exist in the public mod.
Whut? It's impossible to package without the modmod currently.
Fri, Dec 7
If it crashes for everyone on 10.9, 10.10, 10.11, we can disable TLS in the config and remove that one TLS sentence for OSX.
Perhaps we could use a bugreport on the a24 milestone for the issue reported in previous posts, as users seem to run frequently into that.
On versions of OSX/macOS up to 10.11, TLS handshakes can still fail and crash?
(I find it hard to beleve that since Nov 2016, Alpha 21 (SM38 / #3708), noone has tried running a release bundle on macOS 10.8 and reported it as defunct, on the other side I only recall people using recent macOS versions.)
- There is a ticket for removing the instances of the 3 border
- The map should be fixed, the commit should be dug out.
- I recall Petra complains too about stuff outside of the map area.
- I wonder if there shouldn't be a warning or error message about entities placed outside of the map area (in the border or beyond) when parsing the finished mapgeneration. There is a ticket for warnings about gatherable entities that are on a too slopy position to be gatherable). CCmpPosition has the OutsideOfWorld boolean to represent units that are outside of the map area. There might be edge cases where one could argue that entities outside of the map area would be justified (for example there is a skirmish map that has a wonder where 50% of the area is inside the map and 50% in the shroud of darkness). But perhaps these edge cases can all be satisfied with the given restrictions (the center position may not be on a slope and must be inside the map). Otherwise if these edge cases are really relevant, one could add a boolean flag to the map that allows or complains (and possibly removes) entities at invalid positions. Thus adding an automated way of informing map authors when they broke their map. If the engine only loads valid maps, or if the PositionComponent prevents setting such an out-of-world position without setting out-of-world to true, it wouldn't have to add these border checks to every place in the simulation (including here).
Getting an OOS error at a later time in a match versus getting an OOS error at the beginning of a match is not a qualification to change the room in the re-release.
That WFG logs who accepted the new GDPR terms and that players can play without the a23 OOS errors are nice benefits, but not the reason to add this new room.
Most certainly multiple players in a match with 6-8 players getting disconnected at the gamestart and every rejoin attempt on every map due to the petra AI teambonus initialization freezing the non-threaded NetClient for 10+ seconds up to the point where it counts that as a disconnect is.
The only reason many 4v4s currently work is because those people use svn, that includes a petra AI skip and the NetServer and NetClient waiting for up to 60+ seconds on init before disconnect (relevant in case someone did enable AIs or any other code being that slow. The actual patch to use threading in the NetClient is unpublished).
There are a number of other committed C++ fixes, why spend additional effort to provide a partial release?
Usually the lobby becomes empty after the first day of a new release due to the lobby subject and the absence of players and games. The intention is that players can play the game without crashing in several ways and to push the players into actually installing the update, rather than continuing to get N reports about the bugs fixed this summer every day (including the macOS thing and some other OOS errors).
The mod version is not changed, so that people can still replay their old replays, continue their savegames, can use the same mods (which should all be fully compatible except fgod which is currently incompatible with our terms in two ways, so fpre rebasing that means he would fix that.).
Thu, Nov 29
As you see, I was right, with the patch you need to change a more number of lines to add new values to the GUI stack.
The patch now forbid to use different values passed to the GUI stack, only functions.
"Only functions" is the part that makes no sense to me
I think you didn't read the patch right, because with and without the patch, one passes exactly one argument (that must be cloneable) to the callback function init called from PushGuiPage, and exactly one argument given by the PopGuiPage to the close function passed to PushGuiPage.
The patch does not remove any argument, but moves one property of the initarguments to a separate function argument.
Notice how wrong it logically is to add the function name of the close function to the arguments of function init(data).
So even the contrary - the currently committed code forbids to pass objects with an unrelated callback property to the init function, whereas with this patch that restriction is removed.
Remove core.js closePage function formerly used by viewer.js.
the sky is in infinity. So all clouds move together with the camera
If you mean the clouds in the sky texture, that doesn't seem like a problem.
If we want closer clouds, they should be separate from the skybox probably: #46.
Wed, Nov 28
The DisplayMessageBox function introduced by rP7390 should have been deleted in this commit, because:
- This commit removed the only call to DisplayMessageBox
- As stated by the commit message: "stop hard-coding the message"
- C++ should be agnostic of JS/XML contents . It can send an event (for example replay-finished or oos-error) to the GUI and then the GUI can decide how to present it.
Tue, Nov 27
Mon, Nov 26
Arguably the previous diff was better, because it didn't confuse the uneducated player further in the login dialog. Arguably this diff is better, because it empowers the educated player.
As a third alternative one could commit only the cpp + default.cfg diff, as linux people are usually smart enough to edit a config file, and the other platforms, macOS and windows, seem tested by us.
Add the checkbox in to the login/register page instead of options dialog.
I guess it's better if the option wouldn't exist and if there was only a message box popping up, asking the user if he wants to proceed if the connection is unsafe, otherwise presume TLS.
But that would require a bit more rework - first attempting to login with TLS enabled and then asking if that failed - which is also not an option to circumvent any TLS handshake crashes...
Better would be a fix, investigating.
Compiling the entire GnuTLS / gloox / 0ad stack cleanly everytime in a VM takes 30min and makes my system unusuable or even freezes it, so it ended up being deleted...
especially because the next best platform can have broken gloox as well,
considering how many gloox/gnutls bugs are already reported,
and considering that I hardly know every detail about gloox, gnutls and fedora for every version.
Sun, Nov 25
Just mere guessing, but doesn't that hardcode the ratio of the image rather than the ratio of the screen and tries to make sure that the image is moved into all directions with equal speed?
Use TLSDisabled, rephrase, nuke cert verification option until we have at least one machine where it works
Fedora 29 uses GnuTLS 3.6.4 and gloox 1.0.14.
I've compiled with that GnuTLS version and the most recent gloox windows on Ubuntu 18.04 but can't reproduce there.
I suppose the checkbox is even relevant if the Fedora thing is fixed, because the next best platform might crash randomly as well.
Stan can you describe how this number is used? It is not clear to me from a quick read and quick test (and why 1 is better than 1.7777?)
Sat, Nov 24
Stacktrace is on the trac ticket.
Maanyavar: 0ad doesnt work on slackware 14.2
I find less files easier to maintain then multiple files BTW.
In particular for Hellas typos when refering from JS to JSON were a bit painful.
The same argument is also often given for JS files, but there are also advantages to splitting things into different files (logical grouping, preventing fragmentation, etc).
As mentioned in https://trac.wildfiregames.com/ticket/5349#comment:4 the question is whether gloox::TLSOptional should not rather become gloox::TLSDisabled in XmppClient.cpp if it crashes when trying the handshake.
Thu, Nov 22
double > JS::Number conversion loses precision
But we already do that conversion and that conversion is not really related to this patch or the adapted one?
Wed, Nov 21
The obelisk in the center is good, just saying walls should not be replaced with placeholders to work around.
- Confirmed with warn(uneval()) that the line is actually executed
- The patch must be correct for any mapsettings, because there is only one call to sortPointsShortestCycle, that receives the argument from groupPlayersCycle, that receives the argument from getStartLocationsByHeightmap on wild lake and caledonian meadows and that function always returns a Vector2D array.
About the unintended wallsets:
Ah, it sounded like it would post on revision proposals. Posting red flags on autobuild commits indeed helps.
@vladislavbelov are most compilers really smart enough to use copy elision for strings here as widely claimed on the internet?
(Some places use one pattern, other places use the other pattern, we should make up our mind what we want, otherwise it sounds contradictory if we claim there to be good reasons for both.)
In particular: If we already have a script that satisfies this purpose, why didn't we find the broken sprintf arguments before?
"it have been 2 years there"
I agree that this looks ugly in, for 1600*1200 it already looks like a grid:
I suppose the math wasn't done right to always have the grid.
And we don't know, was it really initialised.
Shouldn't there also be a callback function on failure then, used when globals are initialized by a config value?
The JSON syntax should be tuned for people who modify the options file, not for the C++ code.
I agree with the patch, it's a good cleanup. A Color entirely is not a Shape and it will leave behind cleaner code if we don't include the shapes header if we only need the color.
(I suppose one could lose a lot of time reinvestigating the completeness of includes, better don't even start).
Otherwise I suppose one could test it by compilign without precompiled headers, running every function that uses colors and then it could be committed if it still doesn't fall apart and everything is confirmed to be the same code flow as before.
I didn't test, so I don't know if this patch handles the error gracefully with an affecting local.cfg.
If it doesn't, it would be safer to update the renderer to use shadow maps if and only if shadow maps can be used and are configured to be used; i.e. possibly don't change the configuration value, only a renderer value.
This is a reasonable argument.
But we still need to check that the patch doesn't introduce other unintended consequences (which can be hard to tell for all possible platforms before a release) and that the patch is the final way to address the problem (so that we dont have to start investigating this issue from scratch).
Tue, Nov 20
Perhaps instead of an object with 2 properties or an arry with 2 items, it would even be cleaner to use a function / constructor with 2 arguments (texture, entity = undefined), like using SimpleTerrain or RandomTerrain which receives an array of SimpleTerrain?
Sun, Nov 18
Fri, Nov 16
Thu, Nov 15
The question is how much faster this is. It must be worth the code complexity. If it's only a fraction of a second, that may be meh.
(Also my alarm goes off when I see variables storing X and Z coordinates that arent vectors)
(To repeat) The current patch and the patch posted in the comments conceptually cannot work with child elements, while child elements should be used to remove the JSON encoded arrays in stanzas.
Alternatively gloox also supports OpenSSL and LibreSSL (https://camaya.net/gloox/download/). Dunno if that's more feasible to use. (gloox ought to support the native Secure Transport like curl does. https://developer.apple.com/documentation/security/secure_transport)
Wed, Nov 14
Looks good, wanna commandeer and add the README entry?
Also would be good to support arguments that only work for some versions (for example disable TLS and the rating bot are recent arguments).
This is what a generic JS<->gloox:Tag converison would look like, revealing the array problem:
Notice all of this and the converse conversion work very well this way as long as we only work with attributes.
Tue, Nov 13
Tobbi compiled with this patch and bundled an image and could join the lobby. https://mega.nz/#!Jcd2EaqB!uX5NiOYuaIzfdliy10nOZx9T2vsQK8AKltStDbE5IQs
Tested by Tobbi: He had to compile with this NSPR flag too on macOS 10.13.6, but could also compile without the PSL one (presumably as he didnt install it).
Mon, Nov 12
Yes, this split is overdue! There is nothing else to split, all lines that I read are copy&pasted correctly, I hope the other ones are copy&pasted correctly too, variable and function names are ideal.
(I meant it not figuratively, but the patch fixing #2604. Trying to locate my version of the fix, it's actually in the unreleased patches to #5322. I guess they're not getting better if they're not being published, but who cares. Said diff changes C++ code to allow JS to insert hotkeys, allowing removal of all fixed XML while still using the event/subscription model.)