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Home » Stars! Clones, Extensions, Modding » Stars! Nova - Development » I've branched the Codebase [Merged back into trunk]
Re: I've branched the Codebase [Merged back into trunk] Tue, 28 June 2011 01:26 Go to previous messageGo to previous message
Aeglos is currently offline Aeglos

 
Chief Warrant Officer 1
Stars! Nova developer
Stars! Nova developer

Messages: 142
Registered: May 2011
Location: Chile
Ok guys i've merged the branch back into the trunk. I haven't deleted yet it in case something went wrong.

I got several tree conflicts which I tried to manually fix and the merge seems to be working here (my Windows machine), if you are on Mono and it breaks, please let me know so I can see where messed up. (I'm weary cause I had some tree conflicts with some .resx files and .designer files for the cargo dialogs).

The ClientState and GUI now uses StarIntel and FleetIntel objects for it's data. There are some bugs that I know of and will fix shortly:

1. Homeworlds loose track of their starbase after the first turn. This is an issue that needs to be adressed after implementing the new consistent Ids as collections are being sorted and serialized in different ways sometimes.

2. The Server/TurnSteps/ScanStep.cs file which contains the server's Scanning turn step (new turn tentative structure) has a logic bug. It modifies some collections during a foreach and invalidates it's own iterators. The game works until you actually scan an enemy fleet with your own fleets. This TurnStep has a plethora of loops to handle scanning and can surely be refactored so that it's cleaner and more efficient, as I coded it rather hastly.

3. Orbiting fleets are not drawn (ellipses around a star) as they were previously determined client-side and that functionality is gone. The Star variable OrbitingFleets is not even serialized, so this needs some work and to be done server-side now.

4. Fleets expose too much information when scanned, this has to be revised. It's simple though, just move variables on the FleetIntel class Update() method up a higher level of intel amount... I didn't yet because some fleet unset variables cause a bunch of null reference crashes (like ship components).

Again, if something broke badly in the build i'm really sorry. You guys were right... SVN merging is a chore. Evil or Very Mad
I filed bugs for #1 and #3 to the tracker. #2 I intend to revisit soon and those algorithms are temporary anyways, as is #4 which is a WIP.


[Updated on: Tue, 28 June 2011 01:32]

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