Bug Reports (snapshot builds)
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Re: Bug Reports (snapshot builds)
by gos » 02 Mar 2012, 22:01
How, exactly, will this recreate Crypt of Agadeem, Budget Version 2 ?Max mtg wrote:To recreate your decks move all files from res/decks/constructed to res/decks and let deckparser assign some better names
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Re: Bug Reports (snapshot builds)
by friarsol » 03 Mar 2012, 01:43
Does Azorius Herald work for anyone else? The AI cast it, but neither trigger seemed to hit the stack.
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Re: Bug Reports (snapshot builds)
by tafkad » 03 Mar 2012, 05:16
Hi - hey saw your message to post here. The bug I reported with the AI playing morph cards from the grave is still happening (your note said it was fixed), I downloaded 1.2.4-r14471 and tried a draft, first morph creature I killed got replayed from the grave. Thanks again
Re: Bug Reports (snapshot builds)
by Sloth » 03 Mar 2012, 07:13
It was fixed in r14472 only minutes after the snapshot release. The beta has it fixed.tafkad wrote:Hi - hey saw your message to post here. The bug I reported with the AI playing morph cards from the grave is still happening (your note said it was fixed), I downloaded 1.2.4-r14471 and tried a draft, first morph creature I killed got replayed from the grave. Thanks again
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Re: Bug Reports (snapshot builds)
by Chris H. » 03 Mar 2012, 14:06
`Max mtg wrote:@14501Its older edition was truncating filenames for decks some time ago.
- Code: Select all
public final String getBestFileName() {
return this.getName().replaceAll("[^-_$#@.{[()]} a-zA-Z0-9]", "");
}
To recreate your decks move all files from res/decks/constructed to res/decks and let deckparser assign some better names
I have what I hope to be a simple question.
Is it possible to have the converter code use the existing file name and deck name while performing the conversion? Do we need to use the getBestFileName() method as part of the conversion process?
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Re: Bug Reports (snapshot builds)
by Max mtg » 03 Mar 2012, 17:32
No and yes. Deckname is preserved. Filename is derived from deckname.Chris H. wrote:`Max mtg wrote:@14501Its older edition was truncating filenames for decks some time ago.
- Code: Select all
public final String getBestFileName() {
return this.getName().replaceAll("[^-_$#@.{[()]} a-zA-Z0-9]", "");
}
To recreate your decks move all files from res/decks/constructed to res/decks and let deckparser assign some better names
I have what I hope to be a simple question.
Is it possible to have the converter code use the existing file name and deck name while performing the conversion? Do we need to use the getBestFileName() method as part of the conversion process?
Yes, there must be a match between deck name and filename, because decks are keyed by their name, and at the same moment you add it to the map of decks, it's saved to disk.
So there must be a match between the deck name and filename to store decks. The fuction that derives filename used to trim the deckname to 20 characters and removed spaces and other symbols that could be safely kept.
The new version of it (quoted above) makes much better file names.
To rename files for all those decks (which were not overwritten and lost due to derived filenames collsion) place them into /res/decks folder. Code revision 14501+ will put them back into 'constructed' with better filenames.
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Re: Bug Reports (snapshot builds)
by friarsol » 03 Mar 2012, 17:37
We should probably add some collision detection in to make sure two decks with the same name don't overwrite each other as well. It seems like that is still possible, even with the new filenaming scheme.Max mtg wrote:To rename files for all those decks (which were not overwritten and lost due to derived filenames collsion) place them into /res/decks folder. Code revision 14501+ will put them back into 'constructed' with better filenames.
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Re: Bug Reports (snapshot builds)
by tafkad » 03 Mar 2012, 18:01
Twinstrike should be an instant - plays as a sorcery instead
Re: Bug Reports (snapshot builds)
by Agetian » 03 Mar 2012, 18:04
In the latest SVN (at the moment of writing), the Sealed Deck mode appears to be broken - creating a deck and saving it causes Forge to crash with a NullPointerException exception, and the deck is not saved (and does not appear in the list). Tried with Magic 2012 set, not sure if it's the same for all sets.
EDIT: Apparently, the decks are saved before the crash, but they don't appear in the list until the game is reloaded. At least so it seems to me...
EDIT: Apparently, the decks are saved before the crash, but they don't appear in the list until the game is reloaded. At least so it seems to me...
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Re: Bug Reports (snapshot builds)
by friarsol » 04 Mar 2012, 02:45
r14526
Second game of a constructed match
Second game of a constructed match
- Bug | Open
- Detailed error trace:
java.lang.NullPointerException
at forge.control.match.ControlWinLose.startNextRound(ControlWinLose.java:101)
at forge.control.match.ControlWinLose.actionOnContinue(ControlWinLose.java:65)
at forge.control.match.ControlWinLose$1.actionPerformed(ControlWinLose.java:43)
at javax.swing.AbstractButton.fireActionPerformed(Unknown Source)
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Re: Bug Reports (snapshot builds)
by Doublestrike » 04 Mar 2012, 04:44
This is now fixed, but not very well - the deck editor now behaves just a bit differently than it did when I did the rebuild, so exit commands (that is, the update trigger) aren't called as reliably. This will be worked on in time, though. Anyway, problem is fixed for now.Agetian wrote:In the latest SVN (at the moment of writing), the Sealed Deck mode appears to be broken - creating a deck and saving it causes Forge to crash with a NullPointerException exception, and the deck is not saved (and does not appear in the list). Tried with Magic 2012 set, not sure if it's the same for all sets.
EDIT: Apparently, the decks are saved before the crash, but they don't appear in the list until the game is reloaded. At least so it seems to me...
===
@friarsol - just noticed that today, now top of the list. EDIT - fixed.
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Re: Bug Reports (snapshot builds)
by Doublestrike » 04 Mar 2012, 06:49
I tried to play Unburial Rites from my hand, and it looks like it's being played from flashback (maybe?). Anyway, something's odd there.
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Re: Bug Reports (snapshot builds)
by Agetian » 04 Mar 2012, 11:41
Latest SVN build crash report: After I played Infinite Hourglass, the game crashed with the following message (after closing it, the message kept reappearing after every action, even if I conceded and started the next round):
- Code: Select all
This is a Crash Report. An error has occurred. Please save this message to a file.
Please follow the instructions at this address to submit this Crash Report, plus what you were doing at the time:
http://tinyurl.com/3zzrnyb
Reporting bugs in Forge is very important. We thank you for your time.
For input string: "+X"
Version:
Forge version SVN
OS: Windows Vista Version: 6.0 Architecture: x86
Java Version: 1.6.0_21 Vendor: Sun Microsystems Inc.
Detailed error trace:
java.lang.NumberFormatException: For input string: "+X"
at java.lang.NumberFormatException.forInputString(Unknown Source)
at java.lang.Integer.parseInt(Unknown Source)
at java.lang.Integer.valueOf(Unknown Source)
at forge.StaticEffects.removeStaticEffect(StaticEffects.java:99)
at forge.StaticEffects.clearStaticEffects(StaticEffects.java:54)
at forge.GameAction.checkStaticAbilities(GameAction.java:819)
at forge.GameAction.checkStateEffects(GameAction.java:885)
at forge.PhaseHandler.handleBeginPhase(PhaseHandler.java:317)
at forge.control.input.InputControl.updateInput(InputControl.java:201)
at forge.GuiInput.update(GuiInput.java:52)
at java.util.Observable.notifyObservers(Unknown Source)
at java.util.Observable.notifyObservers(Unknown Source)
at forge.MyObservable.updateObservers(MyObservable.java:38)
at forge.PhaseHandler.nextPhase(PhaseHandler.java:583)
at forge.control.match.ControlMessage$1.actionPerformed(ControlMessage.java:57)
at javax.swing.AbstractButton.fireActionPerformed(Unknown Source)
at javax.swing.AbstractButton$Handler.actionPerformed(Unknown Source)
at javax.swing.DefaultButtonModel.fireActionPerformed(Unknown Source)
at javax.swing.DefaultButtonModel.setPressed(Unknown Source)
at javax.swing.plaf.basic.BasicButtonListener$Actions.actionPerformed(Unknown Source)
at javax.swing.SwingUtilities.notifyAction(Unknown Source)
at javax.swing.JComponent.processKeyBinding(Unknown Source)
at javax.swing.JComponent.processKeyBindings(Unknown Source)
at javax.swing.JComponent.processKeyEvent(Unknown Source)
at java.awt.Component.processEvent(Unknown Source)
at java.awt.Container.processEvent(Unknown Source)
at java.awt.Component.dispatchEventImpl(Unknown Source)
at java.awt.Container.dispatchEventImpl(Unknown Source)
at java.awt.Component.dispatchEvent(Unknown Source)
at java.awt.KeyboardFocusManager.redispatchEvent(Unknown Source)
at java.awt.DefaultKeyboardFocusManager.dispatchKeyEvent(Unknown Source)
at java.awt.DefaultKeyboardFocusManager.preDispatchKeyEvent(Unknown Source)
at java.awt.DefaultKeyboardFocusManager.typeAheadAssertions(Unknown Source)
at java.awt.DefaultKeyboardFocusManager.dispatchEvent(Unknown Source)
at java.awt.Component.dispatchEventImpl(Unknown Source)
at java.awt.Container.dispatchEventImpl(Unknown Source)
at java.awt.Window.dispatchEventImpl(Unknown Source)
at java.awt.Component.dispatchEvent(Unknown Source)
at java.awt.EventQueue.dispatchEvent(Unknown Source)
at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.run(Unknown Source)
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Re: Bug Reports (snapshot builds)
by Sloth » 04 Mar 2012, 11:57
Fixed! thanks tafkad.tafkad wrote:Twinstrike should be an instant - plays as a sorcery instead
I can't see anything odd with it. Can you be more specific?Doublestrike wrote:I tried to play Unburial Rites from my hand, and it looks like it's being played from flashback (maybe?). Anyway, something's odd there.
Fixed! Thanks Agetian.Agetian wrote:Latest SVN build crash report: After I played Infinite Hourglass, the game crashed with the following message (after closing it, the message kept reappearing after every action, even if I conceded and started the next round):
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Re: Bug Reports (snapshot builds)
by Agetian » 04 Mar 2012, 15:28
A bug related to the latest SVN version: in the deck editor for Sealed mode (which I assume is the same for Draft, but I haven't checked it), the number of Red cards and the number of Green cards are switched around (so, if I have 16 red and 1 green cards, the editor will say that I have 16 green and 1 red cards).
And one more bug: in Sealed Deck mode, the "Loading New Game" overlay will persist after the game is started (so I have to manually click on "X" to close it).
And one more bug: in Sealed Deck mode, the "Loading New Game" overlay will persist after the game is started (so I have to manually click on "X" to close it).
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