Some very minors ones
Posted: Fri May 19, 2006 9:54 pm
Hi
So, I've downloaded IME for the first time (it's very very GREAT !!!), and tried it... very nice !!!!
"leaving minor bugs until later... hopefully most of them are already listed on the To Do section of the Version History page. If you find any that aren't listed, let me know and even though I may not get onto fixing them right away, I can at least get them added to that page."
OK, let's go, this is the very first minor bugs seen :
*** On the server:
- Within the main window, the column XML Database ends by an undisplayable caracter (seems repeating to the infinity) (see screenshot at http://aggelonware.free.fr/mom/ime/screen1.jpg)
- The window of each game ends by "Game Setup Completed" and stays on the display, without any button to close it or reduce it. (see screenshot at http://aggelonware.free.fr/mom/ime/screen2.jpg)
- The main window displays "Creating game 'Test 1'", but never displays "Creation completed, game 'Test 1' available" (see again screenshot at http://aggelonware.free.fr/mom/ime/screen1.jpg)
- There is no check if the name of the new game is already in use or not, so we can create 3 games with the same name... it's not a technical problem since it seems the name isn't the key of the database, but not very simple to join a party (see screenshot at http://aggelonware.free.fr/mom/ime/screen6.jpg)
*** Client
- If DirectX is installed but disabled (some games need it be disabled!), it gives an internal error (see screenshot at http://aggelonware.free.fr/mom/ime/screen3.jpg) + Windows Error (send or not) + internal error (see screenshot at http://aggelonware.free.fr/mom/ime/screen4.jpg) + Windows Error + internal error (see screenshot at http://aggelonware.free.fr/mom/ime/screen5.jpg)
Walkthrough:
Start -> Run -> dxdiag -> Display -> Enable DirectDraw
(not sure of the menus' names because my XP is in french)
- When the required number of human players joined the game, there is no any message on the client to say "'I'm creating the game, please wait a minute", so I searched the "Start" button everywhere
- The Zoom level is not show during the game (may be useful?)
- When a player leaves the game during another one get a window requiring a key-in, this window stays displayed after the game ended (see screenshot at http://aggelonware.free.fr/mom/ime/screen8.jpg)
Maybe not useful bug's notice, cause in the To Do you say the human will be transform into AI
*** Coding
I'm don't know HOW you implement your game, but you say "Stability/thread locking issues: The controls on a form are not kept locked while processing events for those controls. There is a VERY small opportunity for a crash here - for example if you right click one of the 'Select Unit' buttons on the map screen to get info about a unit at the precise instant that you receive a network message from the server to tell you that that unit has been killed. I looked into trying to fix this properly and it is nearly impossible (I won't go into the details of why). I think the chances of this actually causing anybody problems are pretty slim"
I think about maybe 2 various solutions:
1)Use a semaphor, so when the event of 'kill unit' comes, the receiver looks at the semaphor, if it is checked (just before starting the 'get info'), it could say "Hey! There's someone who asked for info... I have to wait the green fire..."
2)Use a FIFO of events on each unit
"-Hey Unit, my name is 'Get Info', may you add me to your FIFO tasks list ?
- OK boy, I'm going to serve you
-Hey Unit, my name is event and I am here to kill you... may you add me to your FIFO tasks list ?
- No problem boy, but you're not the first one, there is another before you and when he will had finished its job, it will be your time... your demand has been recorded, hold the line please..."
OR
"-Hey, my name is event and I am here to kill you... may you add me to your FIFO tasks list ?
- OK boy, I'm going to serve you
-Hey Unit, my name is 'Get Info', may you add me to your FIFO tasks list ?
- No problem boy, but you're not the first one, there is another before you and when he will had finished its job, it will be your time... your demand has been recorded, hold the line please..."
Before the Event kills the unit, it checks the FIFO and inform all recorded source that the game is over for this unit, so no any action can be done with it... including the simple 'Get Info' one...
BTW, this is so little little bugs or suggestions, no matter... let's work on the functionnal first
Hum... how can we help you about translation? I can start to translate some XML files (or other) into french language... don't be afraid, my french is better than my english :D
PS: debug log can be created for each of this bugs is needed
Have fun playing,
Aggelon.
So, I've downloaded IME for the first time (it's very very GREAT !!!), and tried it... very nice !!!!
"leaving minor bugs until later... hopefully most of them are already listed on the To Do section of the Version History page. If you find any that aren't listed, let me know and even though I may not get onto fixing them right away, I can at least get them added to that page."
OK, let's go, this is the very first minor bugs seen :
*** On the server:
- Within the main window, the column XML Database ends by an undisplayable caracter (seems repeating to the infinity) (see screenshot at http://aggelonware.free.fr/mom/ime/screen1.jpg)
- The window of each game ends by "Game Setup Completed" and stays on the display, without any button to close it or reduce it. (see screenshot at http://aggelonware.free.fr/mom/ime/screen2.jpg)
- The main window displays "Creating game 'Test 1'", but never displays "Creation completed, game 'Test 1' available" (see again screenshot at http://aggelonware.free.fr/mom/ime/screen1.jpg)
- There is no check if the name of the new game is already in use or not, so we can create 3 games with the same name... it's not a technical problem since it seems the name isn't the key of the database, but not very simple to join a party (see screenshot at http://aggelonware.free.fr/mom/ime/screen6.jpg)
*** Client
- If DirectX is installed but disabled (some games need it be disabled!), it gives an internal error (see screenshot at http://aggelonware.free.fr/mom/ime/screen3.jpg) + Windows Error (send or not) + internal error (see screenshot at http://aggelonware.free.fr/mom/ime/screen4.jpg) + Windows Error + internal error (see screenshot at http://aggelonware.free.fr/mom/ime/screen5.jpg)
Walkthrough:
Start -> Run -> dxdiag -> Display -> Enable DirectDraw
(not sure of the menus' names because my XP is in french)
- When the required number of human players joined the game, there is no any message on the client to say "'I'm creating the game, please wait a minute", so I searched the "Start" button everywhere
- The Zoom level is not show during the game (may be useful?)
- When a player leaves the game during another one get a window requiring a key-in, this window stays displayed after the game ended (see screenshot at http://aggelonware.free.fr/mom/ime/screen8.jpg)
Maybe not useful bug's notice, cause in the To Do you say the human will be transform into AI
*** Coding
I'm don't know HOW you implement your game, but you say "Stability/thread locking issues: The controls on a form are not kept locked while processing events for those controls. There is a VERY small opportunity for a crash here - for example if you right click one of the 'Select Unit' buttons on the map screen to get info about a unit at the precise instant that you receive a network message from the server to tell you that that unit has been killed. I looked into trying to fix this properly and it is nearly impossible (I won't go into the details of why). I think the chances of this actually causing anybody problems are pretty slim"
I think about maybe 2 various solutions:
1)Use a semaphor, so when the event of 'kill unit' comes, the receiver looks at the semaphor, if it is checked (just before starting the 'get info'), it could say "Hey! There's someone who asked for info... I have to wait the green fire..."
2)Use a FIFO of events on each unit
"-Hey Unit, my name is 'Get Info', may you add me to your FIFO tasks list ?
- OK boy, I'm going to serve you
-Hey Unit, my name is event and I am here to kill you... may you add me to your FIFO tasks list ?
- No problem boy, but you're not the first one, there is another before you and when he will had finished its job, it will be your time... your demand has been recorded, hold the line please..."
OR
"-Hey, my name is event and I am here to kill you... may you add me to your FIFO tasks list ?
- OK boy, I'm going to serve you
-Hey Unit, my name is 'Get Info', may you add me to your FIFO tasks list ?
- No problem boy, but you're not the first one, there is another before you and when he will had finished its job, it will be your time... your demand has been recorded, hold the line please..."
Before the Event kills the unit, it checks the FIFO and inform all recorded source that the game is over for this unit, so no any action can be done with it... including the simple 'Get Info' one...
BTW, this is so little little bugs or suggestions, no matter... let's work on the functionnal first
Hum... how can we help you about translation? I can start to translate some XML files (or other) into french language... don't be afraid, my french is better than my english :D
PS: debug log can be created for each of this bugs is needed
Have fun playing,
Aggelon.