- fix armadillo cloak test + fix damage assignation step. A side effect is that when clicking on "Go", the game goes to the Damage step instead of going to the combat step. I believe this is acceptable but let me know if this feels weird when playing
- daily build
* Affect overflowing damage.
* Reinstate Armadillo cloak test.
. Note that this test does not work at the moment : my understanding
is the TEST is wrong and not the implementation, but I'd like a
double check before changing the test.
text=Destroy target creature. It can't be regenerated. That creature's controller puts a 3/3 green Ape creature token onto the battlefield.
auto=bury && token(Ape,creature,3/3,green) targetcontroller"
Doesn't work, if cast on creature the player is controlling, it works, but when cast on opponent's creature, token ends up on player's side.
-Issue 31 fixed. Land and tokens don't use the stack anymore. Taking control of a card in opponent's battlefield doesn't trigger "spell cast" triggers either
- Fix issue #16 (testsuite segfaults if file does not exist)
- Fix issue #37 (Normal Combat Damage is not dealt to creatures when the AI attacks)
- TestSuite now has an "AI" mode (see test/manual/p2_attacks.txt)
* Decks now support naming and renaming. Also added a "Switch decks without saving" option.
* Removed unused static const char * menuTexts, from old 6-deck limited system
* Keypad didn't display correctly when not given a title, and was never destructed. Fixed.
* profileFile() default behavior was to fall back to RESPATH/player. Fixed.
* New iconspsp.png, updated look to seem like PSP buttons, added some extra (unused) button icons.
* Restored OptionItem saving fix.
* Booster duplicate replacement was picking random cards from the wrong set. My fault, but I've fixed it :)
* The problem with cache had nothing to do with memory fragmentation, but I've switched to an array rather than map<> just in case. The actual issue was that in GameStateDeckViewer, I'd given the cache unlimited space, thinking that AttemptNew would recover from any bad_allocs. Unfortunately, the image loading routines and similar stuff called by various implementations of WResource::Attempt() could fail halfway through, leaking memory.
The temporary solution is to set a proper limit (8000000 px, more or less) and (in case we still run out of memory) test to make certain CACHE_SPACE_RESERVED can be malloc'd/free'd. The proper solution would be to keep byte-perfect records of memory used (right now we're kinda fuzzy-- we track pixels per image and bytes per sound, but not the space for jquads or other incidentals) instead of testing a malloc, and potentially cleaning up all calls inside of Attempt() so they fail without leaks. That's what I'm working on now.
Still, it's nice to have identified the problem. This version of the cache should be fully functional, it's just a bit inelegant.
* mtgid now defaults to 0.
* TextScroller will not update when empty.
* Cache now moves WCachedResources we're finished with to a garbage pool for later use (to reduce memory fragmentation).
* Demo still crashes... but I'm thinking that has to do with fragmentation, not a leak?