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Topic: Naval Tournament 2023

hessenfarmer
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Joined: 2014-12-11, 23:16
Posts: 2726
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Location: Bavaria
Posted at: 2023-08-14, 20:32

Hasi50 wrote:

stormax-e wrote: ... As we're on the same continent, I guess our setup isn't within the rules of this tournament and we need to start all over again(?)

As this is about Bug Huntig and Having fun, lets have a "Land-Based Peace Agreement" and I try to catch you via Sea only. face-smile.png

Unfortunately, it is much harder if you are on a different continent, so allowing this might give the winner an easy point. So I would like to ask the other players if there are any objections. If no one objects until restart of the tournament you might continue the match if we can maintain savegame compatibility.


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Nordfriese
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Joined: 2017-01-17, 18:07
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OS: Debian Testing
Version: Latest master
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Location: 0x55555d3a34c0
Posted at: 2023-08-15, 11:19

The newest version of the tag is up with commit ddfa8b6. We'll try to continue with this one. Installers are available in post #4.

A sizeable number of crashes both in the UI and the game logic was fixed since the last tag version. Naval battles involving many ships should also work fine now, so please do stress-test this as well. Existing savegames with ships that are already in a stalled battle may or may not be playable anymore.

There was one bug mention that could not be investigated due to lack of detail. On two occasions it was mentioned that a segfault (that's a total program crash with no error message and no emergency savegame, as opposed to an Error During The Game which gracefully crashes to the main menu with a useful error message and an emergency save) occurred while the player was building a road. UI segfaults (which only happen for one player, as opposed to game logic bugs which happen for all players and spectators at the same time) like that are down to raceconditions, which means that they are generally not reproducible and completely impossible to investigate without a backtrace. So it might be possible that one or more of those very rare bugs is still floating around.

I would therefore like to ask everyone who can run Widelands in a debugger (and/or compile with ASan enabled) to do so, and if you get a crash, post the full backtrace. You do not need to use a slow debug build, a release build will suffice as even then the trace still contains invaluable information for fixing the bug. But without a backtrace, non-reproducible crashes are literally impossible to troubleshoot.


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kaputtnik
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Joined: 2013-02-18, 20:48
Posts: 2535
OS: Archlinux
Version: current master
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Location: Germany
Posted at: 2023-08-15, 13:32

hessenfarmer wrote:

Hasi50 wrote:

As this is about Bug Huntig and Having fun, lets have a "Land-Based Peace Agreement" and I try to catch you via Sea only. face-smile.png

Unfortunately, it is much harder if you are on a different continent, so allowing this might give the winner an easy point. So I would like to ask the other players if there are any objections. If no one objects until restart of the tournament you might continue the match if we can maintain savegame compatibility.

From my side i have no problems if Hasi50 and stormax-e play this game in "Land-Based Peace" -Mode.

Nordfriese wrote:

The newest version of the tag is up with commit ddfa8b6. We'll try to continue with this one. Installers are available in post #4.

Very good!

I would therefore like to ask everyone who can run Widelands in a debugger (and/or compile with ASan enabled) to do so, and if you get a crash, post the full backtrace. You do not need to use a slow debug build, a release build will suffice as even then the trace still contains invaluable information for fixing the bug. But without a backtrace, non-reproducible crashes are literally impossible to troubleshoot.

Will try that.


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Hasi50
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Joined: 2015-12-28, 16:19
Posts: 182
OS: MacOS
Version: 1.2 (selfcompiled master etc)
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Widelands-Forum-Junkie
Location: DE - near Frankfurt
Posted at: 2023-08-15, 13:53

Got it: tournament % cat VERSION 1.2~git26360 (ddfa8b6@HEAD)%
lets continue tommorrow


Here are the widelands where people may dwell, walking around care that evrythings well.

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tothxa
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Joined: 2021-03-24, 12:44
Posts: 476
OS: antix / Debian
Version: some new PR I'm testing
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Posted at: 2023-08-15, 15:21

The newest version of the tag is up with commit ddfa8b6.

@stormax-e: This version now contains a fix that allows the flatpak build to work properly with the 23.08beta runtime. You can install the test build from here:

flatpak install --user https://dl.flathub.org/build-repo/41503/org.widelands.Widelands.flatpakref

This runtime is the beta version for this year's release, so it's only available from flathub-beta for now, but installing the test build should pull it in if you have the beta repo enabled. Please try the test build or let me know if you can't install it or the beta runtime. I'd like to commit this to flathub-beta with the new runtime, but as you're using it in the tournament, I don't want to break it for you.


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Nordfriese
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Joined: 2017-01-17, 18:07
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OS: Debian Testing
Version: Latest master
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Posted at: 2023-08-15, 21:19

I just identified and patched another very new UI crash: Please do not resize the Widelands main window (this includes toggling fullscreen on/off) while a multiplayer game is running. Doing so will result in a crash (segfault).

This regression was introduced very recently. I would not consider it critical since you can just set the window size before launching the game and then keep it unchanged. Just keep it in mind please, and sorry for the inconvenience.


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hessenfarmer
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Joined: 2014-12-11, 23:16
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Posted at: 2023-08-16, 12:06

Ok as the new tag is online (thanks to @Nordfriese for the quick fixes) we can restart the tournament.
For keeping this easy and give some extratime I will shift the schdule by one week, meaning games must be started until august 27th and finished one week later.


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stormax-e
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Joined: 2023-07-31, 13:34
Posts: 18
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Posted at: 2023-08-16, 16:43

tothxa wrote:

The newest version of the tag is up with commit ddfa8b6.

@stormax-e: This version now contains a fix that allows the flatpak build to work properly with the 23.08beta runtime. You can install the test build from here:

flatpak install --user https://dl.flathub.org/build-repo/41503/org.widelands.Widelands.flatpakref

This runtime is the beta version for this year's release, so it's only available from flathub-beta for now, but installing the test build should pull it in if you have the beta repo enabled. Please try the test build or let me know if you can't install it or the beta runtime. I'd like to commit this to flathub-beta with the new runtime, but as you're using it in the tournament, I don't want to break it for you.

Thanks. I installed it - except without user parameter as on this computer i don't use it. Installation went smoothly,


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Hasi50
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Joined: 2015-12-28, 16:19
Posts: 182
OS: MacOS
Version: 1.2 (selfcompiled master etc)
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Location: DE - near Frankfurt
Posted at: 2023-08-16, 19:41

I played until from about 17:15 till19:00 with stormax-e I was happy with my economy and everythig. But stormax-eha done his homework and had no idea how naval warefare actually works. I prepared two batteliship but was unable to find a resonable Attack target. Meanwhile he attacked me with a (fully loaded?) battelship with rookies, but they had no propbelto attack my unprotected ports and even my HQ. Not sure if I will give up on this one now.

However we found some lot of Issues I adresssed in https://github.com/widelands/widelands/issues/6085

The worst one is that Barracks eventually do not create soldiers in case they are tied to Ports or such. Workaround for now: let Barracks produce inddfinitly.

And we need some HOWTO NAVAL WARFE. I thought I got an die about the meachnics and still was caught by suprise by the Naval Attacks.

Let me wait till the weekend so we can make up our minds how to proceed.


Here are the widelands where people may dwell, walking around care that evrythings well.

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hessenfarmer
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Joined: 2014-12-11, 23:16
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Posted at: 2023-08-16, 20:22

Hi everybody,
thanks to Hasi50 and stormax-e for finding so much bugs.

Especially keep the following one in mind for this round (will be fixed in next rounds version) :

  • Ports can now garrison soldiers (you click the third tab of a port showing a smal soldier icon like in the trainingsites)
  • But as these soldiers are currently in a warehouse they count like stored soldiers not as staioned ones
  • so to make the barracks work to produce lacking soldiers you need to either increase the target amount of soldiers by the value of all soldiers garrisoned in ports or set the baracks to produce indefinitly

Anybody who might be in doubt how a new feature works, please look at the brief quick start guide that Nordfriese provided in post #4 or just ask the question here in the forum.


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