Re: Nibbles patches



In my testing I've found the assertions come up a lot more than I expected..  Still trying to debug.  Thoughts on disabling all the ones that crash in my testing before release?

Thanks,
Bryan

I did attempt to just turn them into warnings, but
+  g_test_init(&argc, &argv, NULL);
+  g_test_set_nonfatal_assertions ();
Ends up crashing on my install for other reasons...

On Mon, Aug 18, 2014 at 1:21 PM, Bryan Quigley <gquigs gmail com> wrote:
>I'm just not certain whether we want to add the assertions or
not.
I vote for adding them in general.  Get's us to a better Nibbles state faster.

I won't have any time to debug today, but from what I've reviewed of
the code you've proposed it looks better that what we had.. I'm for
committing it...

>It might be best if you let me do today's release;
Sure thing.

Thanks,
Bryan




On Mon, Aug 18, 2014 at 11:49 AM, Michael Catanzaro
<mcatanzaro gnome org> wrote:
> I'm adding games-list to CC on this email, in the off chance someone
> sees this and becomes interested in our invisible worm woes.
>
> On Mon, 2014-08-18 at 11:11 -0400, Bryan Quigley wrote:
>> Hi Michael,
>>
>> Just wanted to check if you wanted to commit anything else for Nibbles
>> before I run a release.
>>
>> https://bugzilla.gnome.org/show_bug.cgi?id=733424
>> https://bugzilla.gnome.org/show_bug.cgi?id=733462
>> https://bugzilla.gnome.org/show_bug.cgi?id=654072
>>
>> I can commit the first two if you want.  I'm not sure of the status of
>> the last one.. (there may be more that I missed...)
>>
>> Thanks!
>> Bryan
>
> I was indeed hoping to get to the Nibbles patches today, but I'm not
> really sure if I will or not. Today is only really a deadline for the
> "remove end game button" patch, which I definitely will try to land; the
> rest of these we can commit after UI freeze because they are just
> bugfixes.
>
> I think I'm ready to commit all of the patches, but IIRC there were
> still two problems:
>
> * Sometimes when you respawn, the worm gets placed on the wrong squares,
> but it's rare and I never figured out why.
> * Sometimes when you go into the teleporter, our hacked up function to
> determine the direction the worm is going in does not work, but it's
> rare and I can't figure out why.
>
> I think the game is still less buggy after my set of patches than
> before, I'm just not certain whether we want to add the assertions or
> not.  I think it'd be better to crash than let it break, since
> triggering a distro bug reporting tool seems better than letting the
> player die on an invisible worm, but it's entirely possible the user
> would not notice the bug at all if we do not crash, and that might be
> better than the bug reporting tool.
>
> So I'm curious what your thoughts are on that. Especially if you have
> time to help debug, that'd be great, but I know you're busy with other
> things.
>
> It might be best if you let me do today's release; that way we don't
> have to worry about coordinating.
>
> Cheers,
>
> Michael



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