Merge branch 'master' into jgrpp
# Conflicts: # src/network/network.cpp # src/pathfinder/yapf/yapf.h # src/pathfinder/yapf/yapf_ship.cpp # src/saveload/afterload.cpp # src/ship_cmd.cpp # src/station_cmd.cpp # src/vehicle.cpp # src/vehicle_gui.cpp
This commit is contained in:
@@ -195,10 +195,11 @@ Last updated: 2014-02-23
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'src/network/network_func.h'.
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(DEBUG_FAILED_DUMP_COMMANDS is explained later)
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- Put the 'commands-out.log' into the root save folder, and rename
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it to 'commands.log'.
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- Run 'openttd -D -d desync=3 -g startsavegame.sav'.
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This replays the server log and creates new 'commands-out.log'
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and 'dmp_cmds_*.sav' in your autosave folder.
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it to 'commands.log'. Strip everything and including the "newgame"
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entry from the log.
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- Run 'openttd -D -d desync=0 -g startsavegame.sav'.
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This replays the server log. Use "-d desync=3" to also create a
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new 'commands-out.log' and 'dmp_cmds_*.sav' in your autosave folder.
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## 3.2) Evaluation of the replay
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@@ -226,7 +227,7 @@ Last updated: 2014-02-23
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savegames with your own ones from the replay. You can also comment/disable
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the 'NOT_REACHED' mentioned above, to get another 'dmp_cmds_*.sav' from
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the replay after the mismatch has already been detected.
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See Section 3.2 on how to compare savegames.
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See Section 3.3 on how to compare savegames.
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If the saves differ you have located the Desync between the last dmp_cmds
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that match and the first one that does not. The difference of the saves
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may point you in the direction of what causes it.
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@@ -252,16 +253,14 @@ Last updated: 2014-02-23
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are replayed. Their internal state will thus not change in the
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replay and will differ.
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To compare savegame more semantically, there exist some ugly hackish
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tools at:
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http://devs.openttd.org/~frosch/texts/zpipe.c
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http://devs.openttd.org/~frosch/texts/printhunk.c
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To compare savegame more semantically, easiest is to first export them
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to a JSON format with for example:
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The first one decompresses OpenTTD savegames. The second one creates
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a textual representation of an uncompressed savegame, by parsing hunks
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and arrays and such. With both tools you need to be a bit careful
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since they work on stdin and stdout, which may not deal well with
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binary data.
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https://github.com/TrueBrain/OpenTTD-savegame-reader
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If you have the textual representation of the savegames, you can
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compare them with regular diff tools.
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By running:
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python -m savegame_reader --export-json dmp_cmds_NNN.sav | jq . > NNN.json
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Now you can use any (JSON) diff tool to compare the two savegames in a
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somewhat human readable way.
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@@ -29,20 +29,25 @@ This guide is for OpenTTD developers/maintainers, to release a new version of Op
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1. Go to https://github.com/OpenTTD/website/new/main/_posts and write a new announcement post. See a [previous example](https://github.com/OpenTTD/website/pull/238) for a template.
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2. Create a new branch for this post and open a PR for it.
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3. Write announcement text for socials like Forum/Discord/Twitter/Reddit and include it in the PR.
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3. Write announcement text for the store pages and socials like TT-Forums / Discord / Twitter / Reddit / Fosstodon / etc., and include it in the PR.
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4. Create a Steam news image for that post and include it in the PR.
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5. Check the website post (preview link via checks page) and make corrections. We usually just use the GitHub web interface for this and squash the result later.
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5. Check the website post ("View Deployment" link) and make corrections. We usually just use the GitHub web interface for this and squash the result later.
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6. Get this PR approved, but do not merge yet.
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## Step 3: Make the actual OpenTTD release
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1. Go to https://github.com/OpenTTD/OpenTTD/releases/new and create a new tag matching the release number. For the body of the release, see any older release. "Set as a pre-release" for a beta or RC, set as latest for a real release.
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2. Merge website PR.
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3. Wait for the OpenTTD release checks to be complete.
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4. Check that website links to the new release are working and correct, using the [staging website](https://www-staging.openttd.org/).
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5. If this is a full release, ask orudge to update the Microsoft Store and TrueBrain to move the release from the "testing" to "default" branch on Steam.
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1. Go to https://github.com/OpenTTD/OpenTTD/releases/new and create a new tag matching the release number. For the body of the release, copy in the changelog. "Set as a pre-release" for a beta or RC.
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2. Wait for the OpenTTD release workflow to be complete.
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3. Merge the website PR. This will publish the release post.
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4. If this is a full release:
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* for `Steam`: under Steamworks -> SteamPipe -> Builds, set the "testing" branch live on the "default" branch. This will request 2FA validation.
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* for `GOG`: under Builds, "Publish" the freshly uploaded builds to `Master`, `GOG-use only` and `Testing`.
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* for `Microsoft Store`: ask orudge to publish the new release.
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Access to `Steam`, `GOG` and/or `Microsoft Store` requires a developer account on that platform.
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You will need access to the shared keystore in order to create such an account.
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For help and/or access to either or both, please contact TrueBrain.
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## Step 4: Tell the world
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1. Tag and create a website release to trigger the actions that update the website.
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2. After the website is live, make announcements on social media. You may need to coordinate with other developers who can make posts on Twitter, Reddit, Steam, and GOG.
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1. Make announcements on social media and store pages. You may need to coordinate with other developers who can make posts on TT-Forums, Twitter, Reddit, Fosstodon, Discord, Steam, GOG, Microsoft Store, etc.
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