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 Post subject: CVS Commit Info
PostPosted: Sun Jul 13, 2003 12:24 am 
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Space Squid

Joined: Thu Jun 26, 2003 12:09 pm
Posts: 95
Location: Chicago
Foks, since we don't have a lot of formal procedure at the moment, I think it's important that we at least have one central place where all CVS commits are reported. This will serve to expedite troubleshooting if something goes wrong, to give leads a heads up so we can give the new code a once over, and to allow us all to have a better idea of what people are up to.

You don't have to post in great detail, but you can (and should) if you want to clear up some details for the rest of us who will be dealing with the code. Just say what files you merged, what work you did with them, and any important notes on how this change might affect how things work.

Also, if you have comments, questions, or concerns about anything that mentioned in this thread, please start a separate thread to discuss them to keep this one from getting cluttered.

I'll start...

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Last edited by OceanMachine on Sun Jul 13, 2003 12:35 am, edited 1 time in total.

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 Post subject:
PostPosted: Sun Jul 13, 2003 12:27 am 
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Space Squid

Joined: Thu Jun 26, 2003 12:09 pm
Posts: 95
Location: Chicago
Files affected: all universe files

Purpose of change Added XML decoding. XML message stuff for universe is now more or less complete.

Notes
To use encoding just call XMLEncode on your ServerUniverse object, with an optional int parameter to specify if the encoding should be for a specific empire, or to fully encode the entire thing.

To use decoding pass an XMLElement with the encoded universe to client universe using the PopulateUniverse function.

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Last edited by OceanMachine on Sun Jul 13, 2003 12:37 am, edited 2 times in total.

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 Post subject:
PostPosted: Sun Jul 13, 2003 12:35 am 
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Space Squid

Joined: Thu Jun 26, 2003 12:09 pm
Posts: 95
Location: Chicago
Files Affected: ServerApp.h and ServerApp.cpp

Purpose of Change: Added storage of XMLDocs per empire for previous turns and a function CreateTurnUpdate which will encode Universe and Empire data, diff it with the previous turn's data and returns the diff. This will also serve to update the map that stored the previous turn data. If there is no previous turn data for a given empire the entire empire and universe data are sent.

Notes

Will produce some very funky results after the first turn for Empire pending some updates by Josh. Currently Empire does this same work within the Empire manager, so you'll end up with a diff of a diff...

Whenever a connection is lost or a player signs off, their entry from the map for previous turn data should be cleared. And when the game is saved, last turn data should not be saved. The turn data map should start out empty each time the game is loaded so that a full encoding of the game state gets sent to the client.

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 Post subject:
PostPosted: Sun Jul 13, 2003 4:57 am 
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Creative Contributor

Joined: Thu Jun 26, 2003 4:33 pm
Posts: 226
Location: Baltimore, MD
Files Affected:
Empire.h/.cpp
ServerEmpireManager.h/.cpp
ClientEmpireManager .h/.cpp
EmpireManager .h/.cpp

Purpose of Change:

Removed diffing and merging from the Empire update methods.
Empire update now contain the entire state of the empire in the game,
as seen through the eyes of the client receiving the update.
Also added Fleet ID ranges to Empire class. These ranges are
not enforced by the AddFleet method.

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Empire Team Lead


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 Post subject:
PostPosted: Sun Jul 13, 2003 2:20 pm 
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FreeOrion Lead Emeritus
User avatar

Joined: Thu Jun 26, 2003 6:23 am
Posts: 883
Location: Australia
Files Affected:
UI/IntroScreen.cpp

Purpose of Change:
Added an error message when trying to set up a game. Previously if you sent a game setup message to the server with universe size, shape, etc, but one was already set up, then the client would continue with empire selection as if it were successful. Now a message box pops up informing the user that a game was already set up on the server.[/b]


Last edited by Tyreth on Sun Jul 13, 2003 2:22 pm, edited 1 time in total.

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 Post subject:
PostPosted: Sun Jul 13, 2003 2:22 pm 
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FreeOrion Lead Emeritus
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Joined: Thu Jun 26, 2003 6:23 am
Posts: 883
Location: Australia
Files Affected:
network/Message.h
network/Message.cpp
network/doc/NetworkDoc.txt

Purpose of Change:
Added an EMPIRE_SETUP message along with a description of the xml format so that the client can send it's empire selection choices to the server.

Notes:
The message has not yet been added, but just started putting the infrastructure in. Thought I'd commit what's been done so far, which is very little.


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 Post subject:
PostPosted: Sun Jul 13, 2003 2:32 pm 
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FreeOrion Lead Emeritus
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Joined: Thu Jun 26, 2003 6:23 am
Posts: 883
Location: Australia
Files Affected:
Empire/doc/DoxyFile

Purpose of Change:
The DoxyFile was using windows style directory references which choked in Linux. I changed it to the same format as the network/DoxyFile file, so hopefully that will work independant of OS.


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 Post subject:
PostPosted: Tue Jul 15, 2003 9:06 am 
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FreeOrion Lead Emeritus
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Joined: Thu Jun 26, 2003 6:23 am
Posts: 883
Location: Australia
Files Affected:
UI/IntroScreen.cpp
network/Message.cpp
network/Message.h
network/ServerNetworkCore.cpp
server/ServerApp.cpp
server/ServerApp.h

Purpose of Change:
Updated to send information from the client regarding empire setup, and the server to receive the information.

Notes:
The client does not send the proper information yet, but just some made up information. I'm not quite sure if the server is receiving text messages properly. For example, empire_name does not seem to be received, but it could be a problem with the way I'm trying to print it. If someone else gets a chance to have a look, I'd appreciate it - ServerApp.cpp line 140.
Next I'll add the accessors for the empire window to retrieve and pass on the information the player selects. I'm still getting the hang of this network code, but enjoying it.


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 Post subject:
PostPosted: Tue Jul 15, 2003 11:58 pm 
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Programming Lead Emeritus
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Joined: Thu Jun 26, 2003 1:33 pm
Posts: 1092
Files Affected:
GG package and a few UI files that depend upon GG

Purpose of Change:
I added mouse wheel support to GG. See MouseWheel() in GGWnd.h for details.
Three GG errors were fixed: clicks now work properly (no more double clicking needed); DropDownLists now drop down to the right place; and the Text() members of XMLElements should return the correct text now, instead of an empty string.. I also removed the GG::App function RegisterOnTop(), and made on-topness a window creation flag property, like clickability, modality, etc.

Notes:
Since GG has changed so extensively, all users will need to rebuild the human client from scratch. Linux users will also need to rebuild GG from scratch, and Windows users will need to update their libGiGi.a and GiGi.dll files from WindowsKit.zip.

To add the mouse wheel support, I had to update to the latest version of the SDL (v1.2.5 Linux, v1.2.5a Windows). Linux users need to make sure this is the version they are using; Windows users need to get the SDL.dll from WindowsKit.zip, and recopy Copy-To-Dev-Cpp into their DevC++ directory to get the v1.2.5a headers and libs. DevC++ comes with an older version of the SDL.


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 Post subject:
PostPosted: Wed Jul 16, 2003 3:13 am 
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FreeOrion Lead Emeritus
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Joined: Thu Jun 26, 2003 6:23 am
Posts: 883
Location: Australia
Update:
tyreth wrote:
Files Affected:
UI/IntroScreen.cpp
network/Message.cpp
network/Message.h
network/ServerNetworkCore.cpp
server/ServerApp.cpp
server/ServerApp.h

Purpose of Change:
Updated to send information from the client regarding empire setup, and the server to receive the information.

Notes:
The client does not send the proper information yet, but just some made up information. I'm not quite sure if the server is receiving text messages properly. For example, empire_name does not seem to be received, but it could be a problem with the way I'm trying to print it. If someone else gets a chance to have a look, I'd appreciate it - ServerApp.cpp line 140.
Next I'll add the accessors for the empire window to retrieve and pass on the information the player selects. I'm still getting the hang of this network code, but enjoying it.


Update on this. I had also changed HandleMessage in the server from:
void HandleMessage(const Message& msg);
to
void HandleMessage(const Message& msg, const ServerNetworkCore::ConnectionInfo& connection);

This was so I can determine from which player a message is received. If there's any reason I shouldn't do this, or a better way, let me know please.


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 Post subject:
PostPosted: Wed Jul 16, 2003 3:18 am 
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Programming Lead Emeritus
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Joined: Thu Jun 26, 2003 1:33 pm
Posts: 1092
tyreth wrote:
Update:
tyreth wrote:
Files Affected:
UI/IntroScreen.cpp
network/Message.cpp
network/Message.h
network/ServerNetworkCore.cpp
server/ServerApp.cpp
server/ServerApp.h

Purpose of Change:
Updated to send information from the client regarding empire setup, and the server to receive the information.

Notes:
The client does not send the proper information yet, but just some made up information. I'm not quite sure if the server is receiving text messages properly. For example, empire_name does not seem to be received, but it could be a problem with the way I'm trying to print it. If someone else gets a chance to have a look, I'd appreciate it - ServerApp.cpp line 140.
Next I'll add the accessors for the empire window to retrieve and pass on the information the player selects. I'm still getting the hang of this network code, but enjoying it.


Update on this. I had also changed HandleMessage in the server from:
void HandleMessage(const Message& msg);
to
void HandleMessage(const Message& msg, const ServerNetworkCore::ConnectionInfo& connection);

This was so I can determine from which player a message is received. If there's any reason I shouldn't do this, or a better way, let me know please.


The player should be available directly in the Message's Sender() accessor.


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 Post subject:
PostPosted: Wed Jul 16, 2003 6:09 am 
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FreeOrion Lead Emeritus
User avatar

Joined: Thu Jun 26, 2003 6:23 am
Posts: 883
Location: Australia
Files Affected:
UI/EmpireSelect.cpp
UI/EmpireSelect.h
UI/IntroScreen.cpp
network/ServerNetworkCore.cpp
server/ServerApp.cpp
server/ServerApp.h

Purpose of Change:
Removed earlier added component to HandleMessage in server app. Updated client to send empire name and color. Added colors to the color selector.

Notes:
The color selector is quite messy but I just wanted something quick and dirty that would do the job. Besides, I wasn't sure if we'd be using flags in 0.1 anyway (there was some mention).


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 Post subject:
PostPosted: Thu Jul 17, 2003 3:20 am 
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Space Kraken

Joined: Thu Jun 26, 2003 2:17 pm
Posts: 167
Location: Pittsburgh, PA
Files Affects
client/human/HumanClientApp.dev
client/AI/AIClientApp.dev
server/ServerApp.cpp

Purpose of Change
For the dev files, removed a reference to ServerEmpireManager. This module doesn't exist for the Client apps and was causing linker errors in Win32.

In ServerApp.cpp, I fixed the Video hack. This caused a "No video driver found." error on Windows machines. The change consists of a compile-time conditional, omitting the hack if FREEORION_WIN32 is defined.

Notes
Linux users shouldn't be affected by these changes. The fixes are for Win32. Feels good to be back :)

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 Post subject:
PostPosted: Fri Jul 18, 2003 5:05 am 
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FreeOrion Lead Emeritus
User avatar

Joined: Thu Jun 26, 2003 6:23 am
Posts: 883
Location: Australia
Files Affected:
UI/IntroScreen.cpp
UI/IntroScreen.h
default/eng_stringtable.txt
default/esp_stringtable.txt

Purpose of Change:
Changed the layout of the main menu. No new functionality added, the old menu's are available
through the multiplayer button.


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 Post subject:
PostPosted: Fri Jul 18, 2003 12:14 pm 
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FreeOrion Lead Emeritus
User avatar

Joined: Thu Jun 26, 2003 6:23 am
Posts: 883
Location: Australia
Files Affected:
UI/IntroScreen.cpp
UI/About.cpp
UI/About.h
default/eng_stringtable.txt
default/esp_stringtable.txt

Purpose of Change:
Added an (incomplete) About dialog with a License and Done button which will display the license and credits.


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