3.2 builds

I found the last instance in just a few minutes with this technique, as
there are only a few pplaces in the code where that exception is thrown:

I placed a breakpoint on all instances of ImageNotFoundException being
generated, and then ran in debug until a break; then stepped up through the
stack trace. Perhaps 10 minutes or so and I had found the offending code.
With luck the other instances of thiswill be as easy to find.

Also, the instance I found last night was an initialization string like:
“;moved;”, so a search could also be made for the image name with a trailing
semicolon as a second way to track down instances of this.

Pieter

-----Original Message-----
From: messages-bounces@vassalengine.org
[mailto:messages-bounces@vassalengine.org] On Behalf Of Joel Uckelman
Sent: Thursday, September 29, 2011 6:06 PM
To: messages@vassalengine.org
Subject: Re: [messages] [Developers] Re: 3.2 builds

Thus spake soft-bug:

Using the v3.2 series, (the last available is svn7848) The
Processingg Tile Image function
kills this Module : No cards
available into the Module Deck.

After loading into v3.2 : Deck is now empty Using v3.1 series ; Deck
is full and no image problem found.

According to the errorLog, the names of the image files which aren’t found
all have no extensions.

This is related to the “moved” image being reported as missing in some
modules. I wonder if the switch to not appending ‘.gif’ to the names of
images we can’t find is going to be problematic. I was hoping we’d finally
be able to stop that…


J.

Thus spake pgeerkens:

I found the last instance in just a few minutes with this technique, as
there are only a few pplaces in the code where that exception is thrown:

I placed a breakpoint on all instances of ImageNotFoundException being
generated, and then ran in debug until a break; then stepped up through the
stack trace. Perhaps 10 minutes or so and I had found the offending code.
With luck the other instances of thiswill be as easy to find.

Also, the instance I found last night was an initialization string like:
“;moved;”, so a search could also be made for the image name with a trailing
semicolon as a second way to track down instances of this.

But these are images from the module Gregory is loading, you won’t find
them referenced as strings anywhere in our code.


J.

Thus spake Joel Uckelman:

Thus spake DrNostromo:

svn7850

I made a copy of my current mod, opened it in the editor, images tiled.
I made a change to the module version info and saved it. Re-opened the
mod for editing and it tiled again. Log created in the Documents and
Settings → Vassal is listed below.

I need a bit more information in the diagnostic output than what that
build printed. I’ve uploaded a build marked “mtime0” for you to try.
Do the same, and post the log from that build.

Try the “mtime1” build instead. I had an idea of what might be causing
the problem, so included a potential fix in this build.


J.

That would be evident quickly from the error message; if so, a regex search through the Buildfile should locate patterns like “image=[”][^.“]+[”]" for remedial action. I don’t have a command-line regex tool handy; do you?

I ran the mtime1 build and it did appear to solve the re-tiling of the map every time I open it.

However, When I saved the mod via “Save As” and give it a different file name, it does re-tile when I open it. Is that normal or should the mod maintain the tiling information regardless of how it’s saved?

Thus spake pgeerkens:

But these are images from the module Gregory is loading, you won’t
find
them referenced as strings anywhere in our code.

That would be evident quickly from the error message; if so, a regex
search through the Buildfile should locate patterns like
“image=[”][^.“]+[”]" for remedial action. I don’t have a command-line
regex tool handy; do you?

Yes: sed, awk, perl, probably five or six more if I look around.

My point was that this could affect many modules (most of which we have
access to), as well as save and log files (most of which we don’t have
access to).


J.

Thus spake DrNostromo:

I ran the mtime1 build and it did appear to solve the re-tiling of the
map every time I open it.

Good.

However, When I saved the mod via “Save As” and give it a different file
name, it does re-tile when I open it. Is that normal or should the mod
maintain the tiling information regardless of how it’s saved?

No, that’s expected.


J.

I tried 7851. Report:

(1)Bad Data error still occurs:
[i] - A World At Arms - Global version 0.7.0

  • Bad Data in Module: Image not found moved.gif[/i]

The error doesn’t appear until I click on my game piece palette.

(2) “dirty” flag seems fixed - when I intentionally “forgot” to save and exited, the software asked me if I wanted to save.

(3) The module still tiles every time after the editor is used, regardless of whether graphics images were changed.

-Mark R.

Thus spake mroyer:

I tried 7851. Report:

(1)Bad Data error still occurs:
_ - A World At Arms - Global version 0.7.0

  • Bad Data in Module: Image not found moved.gif_

The error doesn’t appear until I click on my game piece palette.

Hmm.

(2) “dirty” flag seems fixed - when I intentionally “forgot” to save and
exited, the software asked me if I wanted to save.

That’s disturbing, since nothing changed over the past few commits
which I believe would affect that.

(3) The module still tiles every time after the editor is used,
regardless of whether graphics images were changed.

It should work in svn7855. The problem was that we were not copying the
mtime from ZipEntries in the existing archive when writing a new
archive.


J.

Since (2) originally occurred before I found this thread and wasn’t paying close attention from a new-build-testing point of view, lets chalk it up to user error.

I was originally assuming (1) was user error as well until someone else here said they also have the problem.

I will try (3) again later today or tomorrow morning using build svn7855

(does ‘svn’ indicate you guys are using Subversion for an archive/code repository?)

-Mark R.

Thus spake mroyer:

(does ‘svn’ indicate you guys are using Subversion for an archive/code
repository?)

Yes (though I am pushing for a switch to git for V4). That build
corresponds to trunk@7855.


J.

Thus spake Joel Uckelman:

Thus spake JoelCFC25:

I tried installing and running svn7850 (on a Windows XP machine) just
now to see what it’s like. The fonts are smaller for me, just like the
screenshots on page 5 of the thread. Upon loading my Here I Stand
module, it reported “Bad Data in Module: Image not found” for everything
that’s an SVG–and none of my toolbar buttons using SVG appear. I’m
guessing support for SVG is being left out for the sake of simplicity
right now?

No, it’s not intentional, SVG is just broken at the moment. (I
discovered this myself last night.)

This is fixed in svn7857. (BTW, Here I Stand looks like a rather wild
game.) The problem was that that SVG loader was improperly adding
“images/” to all of the SVG image paths when they already began with
“images/”.

Does anyone know of a module which uses SVG maps? We should test that,
as well.


J.

What do you mean by “wild” exactly?

I have a private module that does. I’ll try to check it out. Top of tree for 3.2, right?

Read a book. Now.

On Sep 30, 2011, at 6:19 PM, Joel Uckelman uckelman@nomic.net wrote:

Thus spake Joel Uckelman:

Thus spake JoelCFC25:

I tried installing and running svn7850 (on a Windows XP machine) just
now to see what it’s like. The fonts are smaller for me, just like the
screenshots on page 5 of the thread. Upon loading my Here I Stand
module, it reported “Bad Data in Module: Image not found” for everything
that’s an SVG–and none of my toolbar buttons using SVG appear. I’m
guessing support for SVG is being left out for the sake of simplicity
right now?

No, it’s not intentional, SVG is just broken at the moment. (I
discovered this myself last night.)

This is fixed in svn7857. (BTW, Here I Stand looks like a rather wild
game.) The problem was that that SVG loader was improperly adding
“images/” to all of the SVG image paths when they already began with
“images/”.

Does anyone know of a module which uses SVG maps? We should test that,
as well.


J.


messages mailing list
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Thus spake JoelCFC25:

What do you mean by “wild” exactly?

I mean that it looks like a lot of disparate things are going on at
once, as well as having one player which is mainly non-military and
one player which is both.


J.

Thus spake Jeffrey McBeth:

I have a private module that does. I’ll try to check it out. Top of tree fo
r 3.2, right?

Yes, you could check out trunk@HEAD, or try the svn7857 build I
uploaded.


J.

Okay, the tiling issue appears to be working fine now (using build 8757) for my module. It only tiles the graphic images that have been changed.

-Mark R.

Thus spake Tim M:

build 7809

The tiling/caching pre processing of module images only works on base
module. It does not pick up any images found in module extensions that
are loading. This causes a lot of …

011-09-12 11:07:03,389 [3-AWT-EventQueue-0] WARN
VASSAL.tools.ErrorDialog - Image not found:
24dd6351be204abaf61bb8abcbf61b3080511eeb
2011-09-12 11:07:03,389 [3-AWT-EventQueue-0] WARN
VASSAL.tools.ErrorDialog - Image not found:
becbd125990949fdc340d79413c792b030f02b4f

…and so on

No map board shows if the map was in the extension naturally (or any
other image from extension of course). That is going to be a problem :slight_smile:

Try svn7874. As it is now, each extension will end up with its own
slicing process and progress dialog, which is kind of stupid. I’m mainly
interested in whether this works at all at present.


J.

So… the server won’t allow beta 3.2 builds to connect? Is that correct? I thought we’d test it out with a live connection but couldn’t connect; figured if all the players had the same version of the client the server would allow it.

3.1.6 is connecting fine.

-Mark R.

No, it should work. I’ll look into it.
Brent.