Bulk tweaks to 3.61

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10 Jun 2010 - 08:232698
Bulk tweaks to 3.61
As mentioned in the color codes thread, I'm in the process of merging an antique MUD codebase (originally Circle 3.0 bpl5, merged in stages up to bpl8 and then 3.1, but there's even some stuff that was originally written for a Diku Gamma MUD back in 1992 or so) up to 3.61.

One of the fortuitous side-effects of this is that a sizeable percentage of the 3.61 code gets an eyes-on code review and there's lots of tiny (and a few larger) things turning up.

What's your preferred route for receiving the candidate fixes? I think the best route that's easy for me would be to make the changes to 3.61, with notes of the rationale behind each, and email you a zip of src/ - you can then apply a three-way merge if things have changed substantially in the TOT. I could in theory work with the repository myself, but I use Mercurial at home and P4 at work and would prefer not to have to muddy my tiny brain with a third SCM unless I really have to :) .

However, that gives you everything in one batch and that might not be what you want; a simple enhancement to the process would be to split out any changes with nonlocal effects into separate zips, perhaps?

An alternative would be to generate the diffs for each individual change from Mercurial, if you want finer-grained changes? The Mercurial patch format is similar (but, as far as I'm aware, not identical) to diff output.

Or I could simply supply the text file describing each suggested change in detail.

Let me know what you think.
Cheers
Dave


10 Jun 2010 - 13:012699
Quote Dio:
What's your preferred route for receiving the candidate fixes? I think the best route that's easy for me would be to make the changes to 3.61, with notes of the rationale behind each, and email you a zip of src/ - you can then apply a three-way merge if things have changed substantially in the TOT.


This route works for me, if you send to I can go through it and update the svn with the changes since Rumble's relatively busy with finals at the moment.


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Dedicated DG Forum
10 Jun 2010 - 14:282700
Great, I might be able to get something to you in a few days.


10 Jun 2010 - 15:242702
Thanks for taking the time to help us improve TBA Dio. Thanks for the help Fiz.


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Rumble
The Builder Academy
tbamud.com 9091
10 Jun 2010 - 20:552703
No worries. Code that can't be sold wants to be shared :) .

Here's two questions worth asking before I make the changes:
- top_of_* seems to be inconsistently regarded as inclusive or exclusive. If I search for '< top_of' I get 28 matches; if I search for '<= top_of' I get 73. My understanding of the Circle codebase is that it should always be <=, is there any danger that that's changed in TBA? For an example, I first observed it in act.wizard.c, print_zone_to_buf().

- do you chaps have a philosophical objection to using const char * const to make global / local string arrays properly constant? For those not in the know, const char* string_array[] means an array of pointers to constant strings; while the strings can't be modified, the array of pointers can be. The extra const marks the array as constant too. It's not the prettiest thing in the world but it's safer, and for locally defined arrays, can be more efficient too since the array is less likely to be initialised on every function call. I've made this change in my code and it doesn't cause the code to catch a bad const-virus.



Last edited by Dio (10 Jun 2010 - 23:53)
22 Jun 2010 - 11:532763
Well, that took longer than expected.

I've just sent a zip with a bit over 100 fixes to Fizban. A small number are genuinely important; a few are purely cosmetic, most are something in between, many of them are useful little things. Hopefully they'll all make the bar for acceptance. Let me know if anything in particular wants reworking.


22 Jun 2010 - 18:372764
Quote Dio:
Well, that took longer than expected.

I've just sent a zip with a bit over 100 fixes to Fizban. A small number are genuinely important; a few are purely cosmetic, most are something in between, many of them are useful little things. Hopefully they'll all make the bar for acceptance. Let me know if anything in particular wants reworking.


Wow I'm very interested in this !


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Zahn - www.insymniamud.com 3300
19 Jul 2010 - 21:532896
How's the merge coming on?

(I've about another 20 things ready to merge up once I've got the results)


20 Jul 2010 - 00:412897
Looking at the SVN log, it seems Fizban hasn't managed to submit any changes since you sent them on 22nd June, although Rumble has uploaded a few updates since then.
I also can update the SVN, so if you would like to send them to me too, I'll have a look at adding them. I can't seem to send you my email address in a PM, not sure if you have an email addy on your profile here...
Fiz, if you already have this covered, let me know...


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Last edited by Jamdog (20 Jul 2010 - 00:44)
20 Jul 2010 - 07:192898
I know Fizban must have made some progress because he pointed out a couple of minor errors in the Unix paths.

The sheer size of it may be slowing things up mind (in particular, breaking it down to individual changes for SVN may be non-trivial, which is what I was a bit worried about when we started this).

My email address appears in my preferences here... and I've obviously received all the sign-up emails.


20 Jul 2010 - 14:052899
Pretty sure this board's "PM" system just sends the message as an email anyways, doesn't it?


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Owner/Coder/Head Admin
Caer Dubrin
20 Jul 2010 - 17:152901
Quote ralgith:
Pretty sure this board's "PM" system just sends the message as an email anyways, doesn't it?

Yeah, it does, but without showing the recipient's email address. I'm always careful about putting my email address on forums where anyone can get hold of it.
Not everyone has PM's turned on in their profile though. When you click a person's name, some people (like ralgith, Rumble or me) have a 'Contact' link at the top, others (like Dio) don't have it.


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20 Jul 2010 - 18:302902
Gotcha. Thanks for the clarification.


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Owner/Coder/Head Admin
Caer Dubrin
21 Jul 2010 - 11:372912
Ah, right. Turns out there was a box I needed to click. You should be able to see the contact button now.


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