Topic: save frequency setting broken?
Tibor Topic Opener |
Posted at: 2016-05-12, 21:00
I will use your suggestion, thanks Top Quote |
Tibor Topic Opener |
Posted at: 2016-05-12, 21:26
At the end I used bit different approach, see: https://code.launchpad.net/~widelands-dev/widelands/bug-1566441_Saving_game I will test it a bit and then propose for merging.. Top Quote |
MiroslavR |
Posted at: 2016-05-12, 21:54
Quite frankly, I'm not a huge fan of that approach. I think doing it in is_paused() is less prone to potential future errors. Top Quote |
Tibor Topic Opener |
Posted at: 2016-05-13, 09:42
which approach? The one you suggested or one I implemented in the branch? My implementation seems to me less intrusive.... Top Quote |
Tibor Topic Opener |
Posted at: 2016-05-13, 10:06
BTW, regression tests fails in trunk, is this issue known? Top Quote |
MiroslavR |
Posted at: 2016-05-13, 11:09
The implementation in your branch. I would say the behavior of is_paused() is non-intuitive and could lead to future bugs similar to this one. Regarding intrusiveness, I can't think of a case when you would need to differentiate between speed 0 and Pause Break pauses when checking if the game is paused. Top Quote |
Tibor Topic Opener |
Posted at: 2016-05-13, 11:19
BTW, Pause/Break does not work here. Could we perhpas get completely rid of this "pause" stuff? And use only Page up/down keys? Top Quote |
GunChleoc |
Posted at: 2016-05-13, 12:24
The regression tests on trunk are OK on my machine. Busy indexing nil values Top Quote |
Tibor Topic Opener |
Posted at: 2016-05-13, 12:59
OK, but if there is specific state "paused", the function is_paused() should not return paused if actual status is 'not paused but speed set to 0'
Hm, I will recompile and re-test... Top Quote |
Tibor Topic Opener |
Posted at: 2016-05-13, 13:21
I recompiled the latest trunk and it works, fine then... EDIT: my branch works now fine too... (regression tests) Edited: 2016-05-13, 13:50
Top Quote |