titiger
9c203cd2b4
Error messages for XML parse errors without stack
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And we validate closing tags too now
2016-12-03 01:23:35 +01:00
titiger
a982ce7b0c
handle megaglest_runtime_error
2016-12-01 01:42:20 +01:00
titiger
0c5e9241f1
trying to get better error output on xml errors.
2016-11-22 22:58:57 +01:00
titiger
d21f7bd976
problems found by coverity
2014-11-10 21:53:10 +01:00
titiger
1f5b571c9d
bugfix for bad {SCENARIODIR} replacement
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Done by softcoder in branch ce-gui, manually merged by me :)
https://forum.megaglest.org/index.php?topic=9553.0
2014-09-24 01:16:28 +02:00
SoftCoder
08af18429d
- stubbed out use of xerces as no code was using it any longer. Xerces is no longer a requirement to build, we have been using rapidxml for a long time now. For now the MACRO: WANT_XERCES will build Xerces support into th egame, but it is still not used. We will likely deprecate xerces from megaglest soon.
2014-01-25 17:09:52 -08:00
Mark Vejvoda
9268aaf279
- a few minor bug fixes related to code warnings
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- code cleanup based on additional gcc warnings
- enabled additional gcc compiler warnings
2013-11-19 06:14:06 +00:00
Mark Vejvoda
85799eddc2
more user friendly handling of loading corrupt saved game files
2013-11-14 03:33:15 +00:00
Mark Vejvoda
5249ecc45d
some code cleanup for xml parsing and loading saved games
2013-11-13 22:28:05 +00:00
Mark Vejvoda
b7267c9176
some memory leak cleanup
2013-11-13 21:26:08 +00:00
Mark Vejvoda
4e1c9be664
some memory leak cleanup
2013-11-13 21:22:56 +00:00
Mark Vejvoda
b190968e6b
- bugfix for save / restore game (spelling mistake)
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- vc++ warning fixes
2013-11-04 19:16:28 +00:00
Mark Vejvoda
8d4f5a9f40
i know its crazy, but attempt performance gains by avoiding use of int64 as much as possible.
2013-11-03 07:18:27 +00:00
Mark Vejvoda
8b5e681ae5
updated for vc++ 2012 x64 compile
2013-11-03 01:51:20 +00:00
Mark Vejvoda
ada8810666
added support for properly named attack-strength tag (and keep support for old name)
2013-10-03 14:51:26 +00:00
Mark Vejvoda
9ef098ba02
add more unit tests to cover all of the xml parser code
2013-05-28 20:56:01 +00:00
Mark Vejvoda
1b344808ff
added more unit tests and did some refactoring of xml parser code
2013-05-03 20:18:01 +00:00
Mark Vejvoda
3163b3887a
fix the unit tests that didn't work on some compilers handling static cast of enums in a weird way
2013-05-01 01:20:29 +00:00
Mark Vejvoda
65266ca41e
- added cppunit into build system and started writing some unit tests (requires new dependency cppunit)
2013-04-30 01:27:14 +00:00
Mark Vejvoda
af89f4c5ed
- fixed the build on windows
2013-02-22 22:40:31 +00:00
Mark Vejvoda
b8f594fcf2
- comment out debug statement from last commit
2013-02-21 23:34:26 +00:00
Mark Vejvoda
98e8aff4c3
- check when loading xml's that they are not a folder
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- change dump world key to \
2013-02-21 23:30:26 +00:00
Mark Vejvoda
8916a86b8c
- bugfixes for load / save game for in progress joining
2013-02-19 06:41:56 +00:00
Mark Vejvoda
8dc637527a
- tighten up code.. ensure pointers set to null after delete, etc
2013-02-01 17:25:49 +00:00
Mark Vejvoda
5a2adde414
- added cpack info in cmake script
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- cleaned up warnings in xml parser
2013-01-04 05:55:45 +00:00
Mark Vejvoda
1f49886755
- re-enabled fog of war cache to improve performance
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- improve xml file loading speed
2013-01-03 17:30:59 +00:00
Mark Vejvoda
011e0263b0
- lots more code cleanup, using safe buffer size code to avoid buffer overflows
2012-10-19 01:31:20 +00:00
Mark Vejvoda
97ba1a27e2
- cleaned up some warnings from VC++ compiler
2012-10-06 02:40:24 +00:00
Mark Vejvoda
1c211e4ce6
- lots of code cleanup from the cppcheck
2012-09-22 20:13:57 +00:00
Mark Vejvoda
f8630e086e
- fixed faction previews for linked factions
2012-08-10 20:06:41 +00:00
Mark Vejvoda
4202989014
- attempt to switch CRC to use unsigned int everywhere
2012-07-07 02:46:57 +00:00
Mark Vejvoda
dbb116f250
- load of changes to get things compiling under VC++ 2010 (with updated deps seperate for vc2010)
2012-04-20 01:04:05 +00:00
Mark Vejvoda
329bb58b04
- a few code cleanup items while doing some testing in VC++ 2010
2012-04-17 19:42:53 +00:00
Mark Vejvoda
8c0bf75bf5
- got built in memory leak working. Just edit leak_dumper.h and uncomment:
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//#define SL_LEAK_DUMP
- got better / more accurate stack dumps when we detect errors in game.
- Both of these need to be worked on in windows next, win32 may not compile for now until i fix it on that platform.
- BE VERY CAREFUL when working in leak_dumper.* it may cause GCC and your system to crash if you don't know what you are doing!
2012-04-14 21:21:09 +00:00
Mark Vejvoda
a7e45eb354
- added the ability to record all game command to a replay file. To test saving / loading games from a replay file, add this to glestuser.ini:
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SaveCommandsForReplay=true
2012-03-20 04:53:26 +00:00
Mark Vejvoda
1ac9aa6d3f
- fixed xml loading via rapidxml for some scenarios that had embeddex xml comments in lua
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- added automation abilities for automated testing with automated saved games
2012-03-17 08:20:17 +00:00
Mark Vejvoda
d222e6a4ba
- fixed windows build
2012-03-17 03:59:30 +00:00
Mark Vejvoda
5f15bf20a9
- yes you can load saved games now :)
2012-03-16 01:58:39 +00:00
Mark Vejvoda
01f8f518b3
- saved games now go into saved folder
2012-03-15 22:09:11 +00:00
Mark Vejvoda
510ee7dfff
- bugfixes for loading XML and not dropping newlines
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- started work on trying to save lua state (global variables only)
2012-03-15 20:48:27 +00:00
Mark Vejvoda
5cd0a788d2
- updated windows build to compile with latest updates
2012-03-15 16:37:53 +00:00
Mark Vejvoda
fc125bec37
- added command groups and unit selection to save / load game info
2012-03-15 07:09:36 +00:00
Mark Vejvoda
d1dd79047e
- no need for xerces anymore? All XML is now done by rapidxml by default (loading and saving)
2012-03-15 05:59:23 +00:00
Mark Vejvoda
8860fd0dc8
- fix saved games in headless server mode
2012-03-14 23:25:47 +00:00
Mark Vejvoda
7425dc8fdf
- ALL XML loading will default to rapidxml, we now ONLY use xerces for saving the game (until i get time to implement xml save using rapidxml)
2012-03-14 22:48:46 +00:00
Mark Vejvoda
4bd6b53f9d
- added insanely fast rapidxml as a supported xml engine to use. Currently its ONLY used for loading saved game xml and the currently class ONLY handles loading (not saving) xml's.
2012-03-14 21:52:13 +00:00
Mark Vejvoda
3b964ebbd2
- fixed xerces crash with version 3 and higher
2012-03-14 00:33:23 +00:00
Mark Vejvoda
9271d7d7f6
- initial loading logic for loading of saved games.
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- currently we always save the game during out of synch or on game quit.
- added a new commandline option to load the last saved game, this doesn't do much yet, just creates units in the map locations they were when the game was saved
./megaglest --load-saved-game
2012-03-12 23:08:22 +00:00
Mark Vejvoda
c5331b7e8a
- initial work to save game state to XML. Current only saves when out of synch or game end occurs and saves to same folder as log files and file is called: megaglest-saved.xml
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(Currently we store way too much info but this is a starting point)
2012-03-10 03:27:25 +00:00
Mark Vejvoda
8e4ed05159
- bugfixes to g3dviewer when loading a unit with particles from commandline (fixes recursive call crash), and added verbose commandline switch for g3dviewer
2012-01-06 18:04:01 +00:00