plan for 3.1.0-beta4

Here’s what I think we have left for beta4:

  1. Updating cached images. I’m taking care of this.

  2. A lot of automatically-generated bug reports. I went through these
    yesterday and today, categorizing them, giving titles to the ones I
    understand, closing duplicates, and assigning them if I thought I knew who
    should get them. (E.g., if I saw VASL in the stack trace, I assigned the
    bug to Rodney.) I’ve resolved a few already, and I’m sure there are still
    some duplicates there. More problematic are a bunch where clearly something
    is wrong, but the user provided neither a description nor an email address,
    so I haven’t a clue what was happening when the bug bit. (These ones will
    be unassigned and still have “Automated bug reporter” in their title.)
    Please have a look at these if you have time. It would be especially helpful
    for ones which contain no descriptions if someone could figure out what
    conditions triggered the bug.

In particular, I’m wondering about these:

(a) sourceforge.net/tracker/index.p … tid=594231

How can XMLReaderFactory.createXMLReader() fail?!

(b) sourceforge.net/tracker/index.p … tid=594231

This looks Windows-specific. What on earth is that first exception?

  1. There are some error messages which should have i18n keys but don’t
    right now.

  2. App icon. This is coming. I’ll have some to show everyone soon, possibly
    tomorrow or the next day.

I posted this also into the bug tracker for b):

could be a bug of java 6 as shown in bugs.sun.com/view_bug.do?bug_id=6612928 do not know if this would work here too…
from the bug site:


I wasn’t using that version but just updated and this did not solve the problem. I accidentally came across a fix for my program. Changing the close operation for my application to DISPOSE_ON_CLOSE instead of EXIT_ON_CLOSE caused the exception to disappear.

Thus spake “ghoust”:

Huh. Thanks for finding that.

I wonder if the fix you quoted really is a fix—won’t that cause the app
not to exit when the relevant window is closed?


J.


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Joel,

It appears that many, many modules have missing images. Also, saved games can reference images that no longer exist in the module.

I’m beginning to think that missing module images should be just quietly reported in the errorLog and not reported to users at all, emulating what used to happen pre 3.1. Regradless of what we say, the impression of 3.1 is going to be terrible when every second module throws up errors that intefere with play.

In my experience, the majority of the missing images are in fact irrelevent to play in the current version of the module.

BTW, a menu option in the Manager to display the errorLog would be a good idea so that no-one ever has to go looking for it again.

I assume you are slowly weeding out ‘standard errors’ that should not really generate a bug report (e.g. trying to load an invalid module file) and show a useful error message instead?

Regards,
Brent.


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Thus spake “Brent Easton”:

I disagree about whether we should notify the user of missing images. Over
the weekend, I fixed a missing image problem in the PoG module. Once I’ve
uploaded it to the site, it will be fixed for everyone. Without that
notification, I would not have necessarily have known what, if anything,
was wrong (because the missing images were for some backs of markers), and
it would still be broken.

Do we need to be more explicit in the error message that the module, not
VASSAL, is broken?

That’s already on my list of things to do.

I’m not, yet. If you’d like to track some down, that would be helpful.


J.


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Thus spake “Brent Easton”:

I was thinking about this on the way to my office, and it occurred to me
that I’m not clear about what you think the problem is. Is it the frequency
with which users are see these warnings? or is it that they see them at all?

Also, I don’t understand how it came about that we have so many modules
which missing images.


J.


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I don’t have a problem with reporting missing images but it should be as unobtrusive as possible; Like a small 1 second pop-up in the bottom right of the window. This way they can continue using the module normally. It must be discrete.

I’m playing Great Battles of Alexander and having to manually close the image missing dialog each time I open a log-file. No effect on play whatsoever but it’s going to drive people nuts!

I agree. We should never warn more than once for each missing image, and making players click a dialog away when they can’t do anything about the problem is just annoying.

Which gives me an idea: maybe we can pop up a dialog if the module is being edited, and do something minimal if we’re in Play mode. That way we alert the user when he’s in a position to actually fix the problem but don’t make the whole community of players suffer while they’re waiting for the module owner to fix it.

rk

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Thus spake “bsmith”:

I’m going to make one of those anyway for notification of new versions.

Can anyone tell me how the modules got this way in the first place? Why
are there so many referenced images which are missing? Does this indicate
a problem with the Editor?


J.


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Thus spake “uckelman”:

I have a solution for this now. If we keep a version number for
each op and a map from ops to their current versions, we don’t
need to uncache anything.


J.


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That’s an excellent solution. Nice going!

rk

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In my case it’s altering the piece definitions in my module then loading an older log-file with different definitions. :slight_smile:

I noticed that the module manager automatically removes modules when it cannot find a module file. This causes problems if you’re opening modules stored on a shared network; If the share isn’t working (for whatever reason), the modules you had listed get wiped. Maybe these entries should have a red “X” next to them if they cannot be found?