It is currently 16 Apr 2024, 17:14
   
Text Size

Bug Reports (snapshot builds)

Post MTG Forge Related Programming Questions Here

Moderators: timmermac, Blacksmith, KrazyTheFox, Agetian, friarsol, CCGHQ Admins

Re: Bug Reports (snapshot builds)

Postby jeffwadsworth » 20 Feb 2012, 00:43

friarsol wrote:When gaining a choice to reveal a card with Delver of Secrets, it's unintuitive to show the Delver instead of the revealed card. Playing with unknown cards, I have to guess if the revealed card is an instant or sorcery.
Fixed.
jeffwadsworth
Super Tester Elite
 
Posts: 1171
Joined: 20 Oct 2010, 04:47
Location: USA
Has thanked: 287 times
Been thanked: 69 times

Re: Bug Reports (snapshot builds)

Postby moomarc » 20 Feb 2012, 08:52

Just a small bug: the deck editor is diplaying AE cards strangely this morning (it doesn't affect the card info panel though).
Attachments
AE-chars-in-deck-editor.jpg
-Marc
User avatar
moomarc
Pixel Commander
 
Posts: 2091
Joined: 04 Jun 2010, 15:22
Location: Johannesburg, South Africa
Has thanked: 371 times
Been thanked: 372 times

Re: Bug Reports (snapshot builds)

Postby friarsol » 20 Feb 2012, 14:23

friarsol wrote:r14154

Just want to give some more detrails on the quest bug.

1. Win match and I return to main screen >> Old quest opponents are still listed
2. Go into spell shop, buy something >> Old quest opponents are still listed
3. Go into bazaar, buy something >> Old quest opponents are still listed
4. Edit deck >> New quest opponents now listed.

Once I try to play an opponent, either old or new, I'm stuck on the last phase I was in when I won, and can't play. This is a pretty critical bug. So hopefully we can figure out when it happened, and get it resolved.
Multi-game seems to be fixed. However, old quest opponents are still listed when i finished a match. I have to go into challenges and go back to get the redraw with the new opponents.
friarsol
Global Moderator
 
Posts: 7593
Joined: 15 May 2010, 04:20
Has thanked: 243 times
Been thanked: 965 times

Re: Bug Reports (snapshot builds)

Postby Sloth » 20 Feb 2012, 14:54

Sloth wrote:
Doublestrike wrote:
slowe wrote:In r14057 (think I saw the same thing in 14013), after I've completed a match, the next time I start a match it's stuck in the end-of-match phase...
Despite my previous brief effort this is still happening. It's actually a symptom of a deeper problem, of neatness and organization. Another symptom was that preferences saving hullabaloo a little while ago.

This is because of new games, game cleanups, runtime constant inits, etc. happening all over the place instead of in a single known location. I just spent some time looking at this, so I guess I'll dig deep and get this done. Evolve or die type of thing :)
I think this is related:
When i concede my first game, quit the match and start a new match there is no Mulligan prompt.
With r14227 conceding and quitting a match works fine now. Winning a match still messes up the next match (not starting with mullingan or upkeep phase).
EDIT: I tested again and this time the second match after playing a match without conceding was not messed up.
User avatar
Sloth
Programmer
 
Posts: 3498
Joined: 23 Jun 2009, 19:40
Has thanked: 125 times
Been thanked: 507 times

Re: Bug Reports (snapshot builds)

Postby Max mtg » 20 Feb 2012, 18:09

moomarc wrote:Just a small bug: the deck editor is diplaying AE cards strangely this morning (it doesn't affect the card info panel though).
What is your OS?
I have replaced (in the code taht shows card name in table column) AE with Æ to make card names look closer to what is printed on cards http://magiccards.info/query?q=aether&v=card&s=cname
Single class for single responsibility.
Max mtg
Programmer
 
Posts: 1997
Joined: 02 Jul 2011, 14:26
Has thanked: 173 times
Been thanked: 334 times

Re: Bug Reports (snapshot builds)

Postby friarsol » 20 Feb 2012, 18:25

The same bug moomarc has I see to on Windows 7, both 64 and 32 bit.
friarsol
Global Moderator
 
Posts: 7593
Joined: 15 May 2010, 04:20
Has thanked: 243 times
Been thanked: 965 times

Re: Bug Reports (snapshot builds)

Postby Chris H. » 20 Feb 2012, 20:35

Max mtg wrote:
moomarc wrote:Just a small bug: the deck editor is diplaying AE cards strangely this morning (it doesn't affect the card info panel though).
What is your OS?
I have replaced (in the code taht shows card name in table column) AE with Æ to make card names look closer to what is printed on cards http://magiccards.info/query?q=aether&v=card&s=cname
`
I am using Apple Mac OS X Lion version 10.7.3 and in the deck editor I am not seeing either AE or Æ.

`
Attachments
Screen Shot.jpg
User avatar
Chris H.
Forge Moderator
 
Posts: 6320
Joined: 04 Nov 2008, 12:11
Location: Mac OS X Yosemite
Has thanked: 644 times
Been thanked: 643 times

Re: Bug Reports (snapshot builds)

Postby Max mtg » 20 Feb 2012, 20:49

ok, let's try a different approach (store AE as \u00C6 rather than the very character) - update to 14233 and tell me if it worked for you
Single class for single responsibility.
Max mtg
Programmer
 
Posts: 1997
Joined: 02 Jul 2011, 14:26
Has thanked: 173 times
Been thanked: 334 times

Re: Bug Reports (snapshot builds)

Postby Chris H. » 20 Feb 2012, 21:15

Max mtg wrote:ok, let's try a different approach (store AE as \u00C6 rather than the very character) - update to 14233 and tell me if it worked for you
`
Your new approach looks correct on Mac OS X. Thank you.

`
Attachments
Screen Shot.jpg
User avatar
Chris H.
Forge Moderator
 
Posts: 6320
Joined: 04 Nov 2008, 12:11
Location: Mac OS X Yosemite
Has thanked: 644 times
Been thanked: 643 times

Re: Bug Reports (snapshot builds)

Postby Sloth » 20 Feb 2012, 21:23

I've got a weird bug (r14233): When i add a new quest deck to the quest decks folder, i get these errors:

| Open
java.lang.NullPointerException
at forge.view.home.ViewSettings.populatePrefs(ViewSettings.java:216)
at forge.view.home.ViewSettings.<init>(ViewSettings.java:117)
at forge.view.ViewHomeUI.<init>(ViewHomeUI.java:81)
at forge.view.FView.instantiateCachedUIStates(FView.java:164)
at forge.view.FView$2.run(FView.java:103)
at java.awt.event.InvocationEvent.dispatch(Unknown Source)
at java.awt.EventQueue.dispatchEventImpl(Unknown Source)
at java.awt.EventQueue.access$000(Unknown Source)
at java.awt.EventQueue$1.run(Unknown Source)
at java.awt.EventQueue$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.security.AccessControlContext$1.doIntersectionPrivilege(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)

and
| Open
java.util.ConcurrentModificationException
at java.util.AbstractList$Itr.checkForComodification(Unknown Source)
at java.util.AbstractList$Itr.next(Unknown Source)
at forge.quest.data.QuestEventManager.assembleDuelDifficultyLists(QuestEventManager.java:313)
at forge.quest.data.QuestEventManager.assembleAllEvents(QuestEventManager.java:99)
at forge.control.FControl.initialize(FControl.java:99)
at forge.view.Main.main(Main.java:59)

When i remove the deck file, the error is gone.
User avatar
Sloth
Programmer
 
Posts: 3498
Joined: 23 Jun 2009, 19:40
Has thanked: 125 times
Been thanked: 507 times

Re: Bug Reports (snapshot builds)

Postby jeffwadsworth » 20 Feb 2012, 22:20

Sloth wrote:I've got a weird bug (r14233): When i add a new quest deck to the quest decks folder, i get these errors:

| Open
java.lang.NullPointerException
at forge.view.home.ViewSettings.populatePrefs(ViewSettings.java:216)
at forge.view.home.ViewSettings.<init>(ViewSettings.java:117)
at forge.view.ViewHomeUI.<init>(ViewHomeUI.java:81)
at forge.view.FView.instantiateCachedUIStates(FView.java:164)
at forge.view.FView$2.run(FView.java:103)
at java.awt.event.InvocationEvent.dispatch(Unknown Source)
at java.awt.EventQueue.dispatchEventImpl(Unknown Source)
at java.awt.EventQueue.access$000(Unknown Source)
at java.awt.EventQueue$1.run(Unknown Source)
at java.awt.EventQueue$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.security.AccessControlContext$1.doIntersectionPrivilege(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)

and
| Open
java.util.ConcurrentModificationException
at java.util.AbstractList$Itr.checkForComodification(Unknown Source)
at java.util.AbstractList$Itr.next(Unknown Source)
at forge.quest.data.QuestEventManager.assembleDuelDifficultyLists(QuestEventManager.java:313)
at forge.quest.data.QuestEventManager.assembleAllEvents(QuestEventManager.java:99)
at forge.control.FControl.initialize(FControl.java:99)
at forge.view.Main.main(Main.java:59)

When i remove the deck file, the error is gone.
I am seeing the exact same errors. But I didn't add anything, just grabbed the source from scratch.
jeffwadsworth
Super Tester Elite
 
Posts: 1171
Joined: 20 Oct 2010, 04:47
Location: USA
Has thanked: 287 times
Been thanked: 69 times

Re: Bug Reports (snapshot builds)

Postby Max mtg » 20 Feb 2012, 22:23

Looks like a number threads are trying to get some lazily initialized fields that are not thread safe
Single class for single responsibility.
Max mtg
Programmer
 
Posts: 1997
Joined: 02 Jul 2011, 14:26
Has thanked: 173 times
Been thanked: 334 times

Re: Bug Reports (snapshot builds)

Postby Max mtg » 20 Feb 2012, 22:35

I hope 14234 will solve it, but the code is not mine, so no idea how this will affect the game
Single class for single responsibility.
Max mtg
Programmer
 
Posts: 1997
Joined: 02 Jul 2011, 14:26
Has thanked: 173 times
Been thanked: 334 times

Re: Bug Reports (snapshot builds)

Postby friarsol » 20 Feb 2012, 23:05

AE looks good on Win7 with the unicode fix.
friarsol
Global Moderator
 
Posts: 7593
Joined: 15 May 2010, 04:20
Has thanked: 243 times
Been thanked: 965 times

Re: Bug Reports (snapshot builds)

Postby moomarc » 21 Feb 2012, 05:51

Chris H. wrote:
Max mtg wrote:ok, let's try a different approach (store AE as \u00C6 rather than the very character) - update to 14233 and tell me if it worked for you
`
Your new approach looks correct on Mac OS X. Thank you.

`
Working on my Windows 7 perfectly now too. Thanks.
-Marc
User avatar
moomarc
Pixel Commander
 
Posts: 2091
Joined: 04 Jun 2010, 15:22
Location: Johannesburg, South Africa
Has thanked: 371 times
Been thanked: 372 times

PreviousNext

Return to Developer's Corner

Who is online

Users browsing this forum: No registered users and 46 guests


Who is online

In total there are 46 users online :: 0 registered, 0 hidden and 46 guests (based on users active over the past 10 minutes)
Most users ever online was 4143 on 23 Jan 2024, 08:21

Users browsing this forum: No registered users and 46 guests

Login Form