From: Speed D. <no...@so...> - 2013-11-16 06:22:04
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#853: Network Play menus do not match other menu styling ----------------------------+----------------------------------------------- Reporter: mungewell | Owner: somebody Type: defect | Status: new Priority: critical | Milestone: 2.1.0 Component: User interface | Version: 2.1.0-dev Keywords: | ----------------------------+----------------------------------------------- The network menus do not match the styling of the other menus, they should be updated before 2.1 is released. There is also the question on whether they should be functionaly different -- Ticket URL: <http://sourceforge.net/apps/trac/speed-dreams/ticket/853> Speed Dreams <http://sourceforge.net/projects/speed-dreams> An Open Motor-sport Simulator featuring high-quality 3D graphics and an accurate physics engine, all targeting maximum realism as well as exciting new features, cars, tracks and AI opponents to make a more enjoyable game for the player. |
From: Speed D. <no...@so...> - 2013-11-16 06:38:06
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#853: Network Play menus do not match other menu styling ----------------------------+----------------------------------------------- Reporter: mungewell | Owner: somebody Type: defect | Status: new Priority: critical | Milestone: 2.1.0 Component: User interface | Version: 2.1.0-dev Keywords: | ----------------------------+----------------------------------------------- Comment(by mungewell): Whilst spending quite a few hours on planes and in airports, I tinkered a little with what is currently the Host network game menu. See attached. I think the existing buttons are good (when renamed), however the 'Start'->'Force Start' may be better if it excluded the players which had not clicked ready to race. It seems that a client could block a race from happening. The host and clients need a better listing of current racers, host should see 'server' for local cars and an IP for remote clients. Clients should (perhaps) only see 'client 1', 'client 2' etc. Also I don't think that the host needs to have all the race track/laps/etc information on screen, but maybe the clients do. I presume that the clients can only race with 1 human per machine. If the server adds more humans/robots, they should all become ready with one click of 'ready to race'. Should drivers (server or client) automatically be excluded if they don't meet the correct category? -- Ticket URL: <http://sourceforge.net/apps/trac/speed-dreams/ticket/853#comment:1> Speed Dreams <http://sourceforge.net/projects/speed-dreams> An Open Motor-sport Simulator featuring high-quality 3D graphics and an accurate physics engine, all targeting maximum realism as well as exciting new features, cars, tracks and AI opponents to make a more enjoyable game for the player. |
From: Speed D. <no...@so...> - 2013-11-17 06:10:57
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#853: Network Play menus do not match other menu styling ----------------------------+----------------------------------------------- Reporter: mungewell | Owner: somebody Type: defect | Status: new Priority: critical | Milestone: 2.1.0 Component: User interface | Version: 2.1.0-dev Keywords: | ----------------------------+----------------------------------------------- Comment(by tomlowshang): Replying to [comment:1 mungewell]: > I think the existing buttons are good (when renamed), however the 'Start'->'Force Start' may be better if it excluded the players which had not clicked ready to race. It seems that a client could block a race from happening. 'Start' forces all players to into ready state whether they click 'ready to race' or not. Their car is placed on the grid and is a hazard to other players. Exclusion is better for human drivers, but AI drivers should always be included. > > The host and clients need a better listing of current racers, host should see 'server' for local cars and an IP for remote clients. Clients should (perhaps) only see 'client 1', 'client 2' etc. Ping times would be more informative than IPs. > > Also I don't think that the host needs to have all the race track/laps/etc information on screen, but maybe the clients do. Ideally, the Online race should resemble Quick race as closely as possible, especially the ability to rearrange the starting grid, which is currently fixed to connection order. > I presume that the clients can only race with 1 human per machine. If the server adds more humans/robots, they should all become ready with one click of 'ready to race'. The server only allows one human driver. 'Start' already forces a 'ready to race' for AI drivers. > > Should drivers (server or client) automatically be excluded if they don't meet the correct category? This would be ideal as long player is given reason and has opportunity to change cars, networkhuman garage is buggy. I suspect it manipulates networkhuman config instead of human player config, but I haven't checked. Online race mode needs work but it will have to be limited to essential stuff for 2.1. -- Ticket URL: <http://sourceforge.net/apps/trac/speed-dreams/ticket/853#comment:2> Speed Dreams <http://sourceforge.net/projects/speed-dreams> An Open Motor-sport Simulator featuring high-quality 3D graphics and an accurate physics engine, all targeting maximum realism as well as exciting new features, cars, tracks and AI opponents to make a more enjoyable game for the player. |
From: Speed D. <no...@so...> - 2013-11-17 12:16:50
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#853: Network Play menus do not match other menu styling ----------------------------+----------------------------------------------- Reporter: mungewell | Owner: somebody Type: defect | Status: new Priority: critical | Milestone: 2.1.0 Component: User interface | Version: 2.1.0-dev Keywords: | ----------------------------+----------------------------------------------- Comment(by torcs-ng): Actually network don't work with IA robots. It's work on Linux (I don't know why) but it segmentation fault in Windows. Look in userinterface/legacymeny/networkingmenu.cpp lines 275-282 m_vecReadyStatus is indexed to networkhuman -- Ticket URL: <http://sourceforge.net/apps/trac/speed-dreams/ticket/853#comment:3> Speed Dreams <http://sourceforge.net/projects/speed-dreams> An Open Motor-sport Simulator featuring high-quality 3D graphics and an accurate physics engine, all targeting maximum realism as well as exciting new features, cars, tracks and AI opponents to make a more enjoyable game for the player. |
From: Speed D. <no...@so...> - 2013-11-17 14:24:04
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#853: Network Play menus do not match other menu styling ----------------------------+----------------------------------------------- Reporter: mungewell | Owner: somebody Type: defect | Status: new Priority: critical | Milestone: 2.1.0 Component: User interface | Version: 2.1.0-dev Keywords: | ----------------------------+----------------------------------------------- Comment(by tomlowshang): Replying to [comment:3 torcs-ng]: > Actually network don't work with IA robots. > It's work on Linux (I don't know why) but it segmentation fault in Windows. > Look in userinterface/legacymeny/networkingmenu.cpp lines 275-282 > m_vecReadyStatus is indexed to networkhuman The 'Start' button makes the AI ready (on linux) and they do start, but each peer is running separate copy in a separate race. It only appears to be working. It may be better to disable adding AI robots in the menu for now. -- Ticket URL: <http://sourceforge.net/apps/trac/speed-dreams/ticket/853#comment:4> Speed Dreams <http://sourceforge.net/projects/speed-dreams> An Open Motor-sport Simulator featuring high-quality 3D graphics and an accurate physics engine, all targeting maximum realism as well as exciting new features, cars, tracks and AI opponents to make a more enjoyable game for the player. |
From: Speed D. <no...@so...> - 2013-11-20 10:38:57
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#853: Network Play menus do not match other menu styling ----------------------------+----------------------------------------------- Reporter: mungewell | Owner: somebody Type: defect | Status: new Priority: critical | Milestone: 2.1.0 Component: User interface | Version: 2.1.0-dev Keywords: | ----------------------------+----------------------------------------------- Comment(by mungewell): I did way too much puzzling with this, and have attached a small patch which improves the behaviour of the network host menu. You can now add multiple local racers, re-order them and even remove them. The problem is that although the files on disk (config/raceman/networkrace.xml and drivers/networkhuman/networkhuman.xml) are being changed, the menu under the 'Config Race' is not picking the changes up until SD is restarted. Can't find where it's actually opening this menu to force it to re-read the data. -- Ticket URL: <http://sourceforge.net/apps/trac/speed-dreams/ticket/853#comment:5> Speed Dreams <http://sourceforge.net/projects/speed-dreams> An Open Motor-sport Simulator featuring high-quality 3D graphics and an accurate physics engine, all targeting maximum realism as well as exciting new features, cars, tracks and AI opponents to make a more enjoyable game for the player. |
From: Speed D. <no...@so...> - 2013-11-21 23:21:36
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#853: Network Play menus do not match other menu styling ----------------------------+----------------------------------------------- Reporter: mungewell | Owner: somebody Type: defect | Status: new Priority: critical | Milestone: 2.1.0 Component: User interface | Version: 2.1.0-dev Keywords: | ----------------------------+----------------------------------------------- Comment(by mungewell): I need some help on this; specifically why the 'race config' button/screens don't pick up the changes I have made to 'networkrace.xml' file. When the remote driver connects, they are correctly added to the 'networkrace.xml'. When the 'race config' menu is completed it writes its out of date driver list, and thus removes the remote driver. The menu pages are in 'raceconfigstate.cpp', but they only write when they are complete.... never read. -- Ticket URL: <http://sourceforge.net/apps/trac/speed-dreams/ticket/853#comment:6> Speed Dreams <http://sourceforge.net/projects/speed-dreams> An Open Motor-sport Simulator featuring high-quality 3D graphics and an accurate physics engine, all targeting maximum realism as well as exciting new features, cars, tracks and AI opponents to make a more enjoyable game for the player. |
From: Speed D. <no...@so...> - 2013-11-22 09:50:27
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#853: Network Play menus do not match other menu styling ----------------------------+----------------------------------------------- Reporter: mungewell | Owner: somebody Type: defect | Status: new Priority: critical | Milestone: 2.1.0 Component: User interface | Version: 2.1.0-dev Keywords: | ----------------------------+----------------------------------------------- Comment(by pouillot): The whole menu system is expected to manipulate game data (stored in XML files) through the tgfdata library. In other words, the menu code should never read or write files directly. But the network menu code has remained unmaintained for a long time, so I'm not sure at all it behaves this right way. And it seems this data abstraction (completed) work and good practice for new developments has been forgotten at least. See #329 for "more". -- Ticket URL: <http://sourceforge.net/apps/trac/speed-dreams/ticket/853#comment:7> Speed Dreams <http://sourceforge.net/projects/speed-dreams> An Open Motor-sport Simulator featuring high-quality 3D graphics and an accurate physics engine, all targeting maximum realism as well as exciting new features, cars, tracks and AI opponents to make a more enjoyable game for the player. |
From: Speed D. <no...@so...> - 2013-11-22 16:09:52
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#853: Network Play menus do not match other menu styling ----------------------------+----------------------------------------------- Reporter: mungewell | Owner: somebody Type: defect | Status: new Priority: critical | Milestone: 2.1.0 Component: User interface | Version: 2.1.0-dev Keywords: | ----------------------------+----------------------------------------------- Comment(by mungewell): The changes to XML files (when a new driver joins for example) are done through the tgfdata lib, I think the problem exists in that the track/driver/setting menu that we call is building it's own structure GfDrivers and this is not re-read. We can force it to be re-read by visiting the 'Player Configure' menu and pressing 'Apply', but that causes any network clients to be dropped in the processing. This means that although we can race (and configure local humans and robots), any network clients will always be starting from the back of the grid in the order that they join. I have an idea to maybe force the driver menu to resync every time it's 'focused', but that might be slow/annoying. -- Ticket URL: <http://sourceforge.net/apps/trac/speed-dreams/ticket/853#comment:8> Speed Dreams <http://sourceforge.net/projects/speed-dreams> An Open Motor-sport Simulator featuring high-quality 3D graphics and an accurate physics engine, all targeting maximum realism as well as exciting new features, cars, tracks and AI opponents to make a more enjoyable game for the player. |
From: Speed D. <no...@so...> - 2013-11-24 21:16:10
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#853: Network Play menus do not match other menu styling ----------------------------+----------------------------------------------- Reporter: mungewell | Owner: somebody Type: defect | Status: new Priority: critical | Milestone: 2.1.0 Component: User interface | Version: 2.1.0-dev Keywords: | ----------------------------+----------------------------------------------- Comment(by mungewell): Figured out why the drivers weren't being added to the race config (sub-)menu, and more importantly how to get this working. Should be on target to fix the menus by the end of the week. One question... Are we happy with the back drop graphic? Note, this appears to change as the track is changed. -- Ticket URL: <http://sourceforge.net/apps/trac/speed-dreams/ticket/853#comment:9> Speed Dreams <http://sourceforge.net/projects/speed-dreams> An Open Motor-sport Simulator featuring high-quality 3D graphics and an accurate physics engine, all targeting maximum realism as well as exciting new features, cars, tracks and AI opponents to make a more enjoyable game for the player. |
From: Speed D. <no...@so...> - 2013-11-24 21:22:05
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#853: Network Play menus do not match other menu styling ----------------------------+----------------------------------------------- Reporter: mungewell | Owner: mungewell Type: defect | Status: assigned Priority: critical | Milestone: 2.1.0 Component: User interface | Version: 2.1.0-dev Keywords: | ----------------------------+----------------------------------------------- Changes (by mungewell): * owner: somebody => mungewell * status: new => assigned -- Ticket URL: <http://sourceforge.net/apps/trac/speed-dreams/ticket/853#comment:10> Speed Dreams <http://sourceforge.net/projects/speed-dreams> An Open Motor-sport Simulator featuring high-quality 3D graphics and an accurate physics engine, all targeting maximum realism as well as exciting new features, cars, tracks and AI opponents to make a more enjoyable game for the player. |
From: Speed D. <no...@so...> - 2013-11-27 08:49:59
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#853: Network Play menus do not match other menu styling ----------------------------+----------------------------------------------- Reporter: mungewell | Owner: mungewell Type: defect | Status: assigned Priority: critical | Milestone: 2.1.0 Component: User interface | Version: 2.1.0-dev Keywords: | ----------------------------+----------------------------------------------- Comment(by mungewell): Can someone else give this latest patch a try? Unfortunately it doesn't seem to like running host and client on the same machine. I think that there's only one instance of GfDrivers and it getting confused when the host and client are both changing it. This should allow the addition of all/multiple humans and robots on the host and the a single human from each of the clients. Garage menus are supposed to work, but have the weirdness I describe above, resulting in a few segfaults on my machine. It requires you to delete the '~/.speed- dreams-2/config/raceman/networkrace.xml' file before running SD. -- Ticket URL: <http://sourceforge.net/apps/trac/speed-dreams/ticket/853#comment:11> Speed Dreams <http://sourceforge.net/projects/speed-dreams> An Open Motor-sport Simulator featuring high-quality 3D graphics and an accurate physics engine, all targeting maximum realism as well as exciting new features, cars, tracks and AI opponents to make a more enjoyable game for the player. |
From: Speed D. <no...@so...> - 2013-11-27 10:11:49
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#853: Network Play menus do not match other menu styling ----------------------------+----------------------------------------------- Reporter: mungewell | Owner: mungewell Type: defect | Status: assigned Priority: critical | Milestone: 2.1.0 Component: User interface | Version: 2.1.0-dev Keywords: | ----------------------------+----------------------------------------------- Comment(by rvlander): Here are mu test log: 1st test 1/ networkrace.xml removded 2/ I launch a session, connect two clients locally. 3/ Connect the two clients 4/ Click Congif race, Click Next 5/ In next screen, click a driver 6/ Segmentation Fault 2nd test 1/ I launch a session, connect two clients locally. 2/ Connect the two clients 3/ Click Config Race, Click Next 4/ Segmentation Fault I tried to use gdb but I have no trace (even with FORCE_DEBUG OPTION active) : is that normal ? -- Ticket URL: <http://sourceforge.net/apps/trac/speed-dreams/ticket/853#comment:12> Speed Dreams <http://sourceforge.net/projects/speed-dreams> An Open Motor-sport Simulator featuring high-quality 3D graphics and an accurate physics engine, all targeting maximum realism as well as exciting new features, cars, tracks and AI opponents to make a more enjoyable game for the player. |
From: Speed D. <no...@so...> - 2013-11-27 16:53:28
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#853: Network Play menus do not match other menu styling ----------------------------+----------------------------------------------- Reporter: mungewell | Owner: mungewell Type: defect | Status: assigned Priority: critical | Milestone: 2.1.0 Component: User interface | Version: 2.1.0-dev Keywords: | ----------------------------+----------------------------------------------- Comment(by mungewell): I get no gdb love either :-( I think it's because this code is running inside a library, makes it a real pain to figure out what's going on.... way too much time/many late nights spent on this already. 'Playerconfig.cpp' notes that the 'GfDrivers::self()->reload()' is temporary. [https://sourceforge.net/apps/trac/speed- dreams/browser/trunk/src/modules/userinterface/legacymenu/confscreens/playerconfig.cpp#L690] Are we doing the wrong thing entirely by adding network clients to the files, should we just add them with 'LmRaceEngine().race()->appendCompetitor(newDriver)'? -- Ticket URL: <http://sourceforge.net/apps/trac/speed-dreams/ticket/853#comment:13> Speed Dreams <http://sourceforge.net/projects/speed-dreams> An Open Motor-sport Simulator featuring high-quality 3D graphics and an accurate physics engine, all targeting maximum realism as well as exciting new features, cars, tracks and AI opponents to make a more enjoyable game for the player. |
From: Speed D. <no...@so...> - 2013-11-27 17:23:28
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#853: Network Play menus do not match other menu styling ----------------------------+----------------------------------------------- Reporter: mungewell | Owner: mungewell Type: defect | Status: assigned Priority: critical | Milestone: 2.1.0 Component: User interface | Version: 2.1.0-dev Keywords: | ----------------------------+----------------------------------------------- Comment(by rvlander): I don't quite have the config system in mind. But if you save network players in xmls, what happens next time you launch an normal game ? Or is there a config file for all racing modes ? Plus what would be the need of saving network clients to a file ? -- Ticket URL: <http://sourceforge.net/apps/trac/speed-dreams/ticket/853#comment:14> Speed Dreams <http://sourceforge.net/projects/speed-dreams> An Open Motor-sport Simulator featuring high-quality 3D graphics and an accurate physics engine, all targeting maximum realism as well as exciting new features, cars, tracks and AI opponents to make a more enjoyable game for the player. |
From: Speed D. <no...@so...> - 2013-11-27 18:11:41
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#853: Network Play menus do not match other menu styling ----------------------------+----------------------------------------------- Reporter: mungewell | Owner: mungewell Type: defect | Status: assigned Priority: critical | Milestone: 2.1.0 Component: User interface | Version: 2.1.0-dev Keywords: | ----------------------------+----------------------------------------------- Comment(by mungewell): Re-reading JP's comment above, doesn't he just say that the 'old' way was with the XML files and the new way is with tgfdata functions? We need to store the state somewhere, but without using the files ('drivers/networkhuman/networkhuman.xml' in particular) I don't see a way that we can inform tgfdata that we have now got a new network client (say 'Motor Bob') who wants to play. The GfDrivers call don't provide any way to add drivers, other than reading them from disk. Until 'Motor Bob' is picked up by GfDrivers, we can't see him on the driver-select menu.... Regarding re-launching the game; I think we have the option of keeping the previous configuration (acknowledging that the same clients might not connect), or just starting with empty (or all local human drivers). -- Ticket URL: <http://sourceforge.net/apps/trac/speed-dreams/ticket/853#comment:15> Speed Dreams <http://sourceforge.net/projects/speed-dreams> An Open Motor-sport Simulator featuring high-quality 3D graphics and an accurate physics engine, all targeting maximum realism as well as exciting new features, cars, tracks and AI opponents to make a more enjoyable game for the player. |
From: Speed D. <no...@so...> - 2013-11-27 20:09:56
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#853: Network Play menus do not match other menu styling ----------------------------+----------------------------------------------- Reporter: mungewell | Owner: mungewell Type: defect | Status: assigned Priority: critical | Milestone: 2.1.0 Component: User interface | Version: 2.1.0-dev Keywords: | ----------------------------+----------------------------------------------- Comment(by mungewell): had a bit of luck forcing the 'race()' to be reloaded after I reload GfDrivers {{{ GfDrivers::self()->reload(); + LmRaceEngine().race()->load(LmRaceEngine().race()->getManager(), true); }}} Will test more tonight. -- Ticket URL: <http://sourceforge.net/apps/trac/speed-dreams/ticket/853#comment:16> Speed Dreams <http://sourceforge.net/projects/speed-dreams> An Open Motor-sport Simulator featuring high-quality 3D graphics and an accurate physics engine, all targeting maximum realism as well as exciting new features, cars, tracks and AI opponents to make a more enjoyable game for the player. |
From: Speed D. <no...@so...> - 2013-11-28 05:03:39
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#853: Network Play menus do not match other menu styling ----------------------------+----------------------------------------------- Reporter: mungewell | Owner: mungewell Type: defect | Status: assigned Priority: critical | Milestone: 2.1.0 Component: User interface | Version: 2.1.0-dev Keywords: | ----------------------------+----------------------------------------------- Comment(by mungewell): Well the 'LmRageEngine...load()' seems to make a big difference. I can navigate the menus without segfaults now and actually start a race between 3 instances of SD. There are still several issues, but I think that the patch is good enough to check in and work on their bit-by-bit. If there are no complaints I'll check it in over the weekend. Basically I need a break after 2 weeks on this.... Issues remaining: Config Host menu not working at all. Client car not written back to garage, so if the host enters 'config race' menu the client will be set back to Lynx. Track is not communicated properly to clients, although they show the new track on screen they always start Forza. With multiple humans on server, only one can actually drive with controls. Other remains stationary. Plus many many more ;-) -- Ticket URL: <http://sourceforge.net/apps/trac/speed-dreams/ticket/853#comment:17> Speed Dreams <http://sourceforge.net/projects/speed-dreams> An Open Motor-sport Simulator featuring high-quality 3D graphics and an accurate physics engine, all targeting maximum realism as well as exciting new features, cars, tracks and AI opponents to make a more enjoyable game for the player. |
From: Speed D. <no...@so...> - 2013-12-05 07:22:27
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#853: Network Play menus do not match other menu styling ----------------------------+----------------------------------------------- Reporter: mungewell | Owner: mungewell Type: defect | Status: assigned Priority: critical | Milestone: 2.1.0 Component: User interface | Version: 2.1.0-dev Keywords: | ----------------------------+----------------------------------------------- Comment(by mungewell): My changes are checked in as r5746, this works better than before but is not complete. Changes to the drivers/cars are relayed between client/host, but the client does NOT see the changes to track - this results in a black screen when the race starts. -- Ticket URL: <http://sourceforge.net/apps/trac/speed-dreams/ticket/853#comment:18> Speed Dreams <http://sourceforge.net/projects/speed-dreams> An Open Motor-sport Simulator featuring high-quality 3D graphics and an accurate physics engine, all targeting maximum realism as well as exciting new features, cars, tracks and AI opponents to make a more enjoyable game for the player. |
From: Speed D. <no...@so...> - 2013-12-05 16:12:21
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#853: Network Play menus do not match other menu styling ----------------------------+----------------------------------------------- Reporter: mungewell | Owner: mungewell Type: defect | Status: assigned Priority: critical | Milestone: 2.1.0 Component: User interface | Version: 2.1.0-dev Keywords: | ----------------------------+----------------------------------------------- Comment(by mungewell): On the client I noticed that '<user>/.speed- dreams-2/config/raceman/network.xml' is being changed to reflect the new track (as changed from the server), however it is being overwriten/set- back when the race is actually started. I think that we need to ensure that the 'LmRaceEngine().race()' stuff is also made aware that the track has changed. -- Ticket URL: <http://sourceforge.net/apps/trac/speed-dreams/ticket/853#comment:19> Speed Dreams <http://sourceforge.net/projects/speed-dreams> An Open Motor-sport Simulator featuring high-quality 3D graphics and an accurate physics engine, all targeting maximum realism as well as exciting new features, cars, tracks and AI opponents to make a more enjoyable game for the player. |
From: Speed D. <no...@so...> - 2013-12-06 05:17:09
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#853: Network Play menus do not match other menu styling ----------------------------+----------------------------------------------- Reporter: mungewell | Owner: mungewell Type: defect | Status: assigned Priority: critical | Milestone: 2.1.0 Component: User interface | Version: 2.1.0-dev Keywords: | ----------------------------+----------------------------------------------- Comment(by mungewell): Fixed the track selection in r5747, host/client can now race at any track. -- Ticket URL: <http://sourceforge.net/apps/trac/speed-dreams/ticket/853#comment:20> Speed Dreams <http://sourceforge.net/projects/speed-dreams> An Open Motor-sport Simulator featuring high-quality 3D graphics and an accurate physics engine, all targeting maximum realism as well as exciting new features, cars, tracks and AI opponents to make a more enjoyable game for the player. |