Rolzad73
a916c1067f
- fixed small compiling error for a function in testsuite
...
- indentation formatting on DebugRoutines
2017-01-30 14:02:25 -05:00
Anthony Calosa
cd1b629191
Fix Segmentation Fault & Formatting
2015-11-10 11:58:36 +08:00
Anthony Calosa
4853c8d314
Exile Corrections
...
Todo: Update tests to include exile card count...
2015-10-27 01:03:24 +08:00
Anthony Calosa
cdf94b281f
exile zone
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enabled exile zones for both players
2015-10-26 19:14:50 +08:00
Tobias Loose
9ee44ca091
Substitute more char arrays with strings
2013-11-29 11:51:22 +01:00
Dmitry Panin
6c41e5c92c
Added option (#define CAPTURE_STDERR)
...
if set then the DebugTrace calls only for failing tests are shown
2013-11-19 02:41:30 +04:00
xawotihs
017f6dd1ed
Deactivated part of the traces outputted by the testsuite to make Travis
...
happy.
2013-10-30 22:58:04 +01:00
xawotihs
db1c552321
Tries to work around crash of the testsuite in Travis.
2013-10-30 00:20:58 +01:00
Unknown
224c94e890
Included some testsuite into qtmain and updated travis file to try to use it.
2013-10-27 23:06:29 +01:00
Xawotihs@gmail.com
1f0485ff8e
Support for running the testsuite in command line programs for continuous integration.
...
Here is a small example inspired from SDLmain.c:
g_launcher = new JGameLauncher();
InitGame();
MTGCollection()->loadFolder("sets/primitives/");
MTGCollection()->loadFolder("sets/", "_cards.dat");
options.reloadProfile();
TestSuite testSuite("test/_tests.txt");
int result = testSuite.run();
DestroyGame();
delete g_launcher;
return result;
2013-10-23 22:08:30 +00:00
pankdm
da7c336dc2
Removed debug code that was added by mistake
2013-10-01 14:49:31 +00:00
pankdm
be76c8a4f1
Fixed issue with cantbeblockerof and cantbeblockedby vs protection
2013-10-01 14:47:39 +00:00
pankdm
54d1126c58
Small fix in TestSuite
...
"Update" should pass "dt" since the last update, not since the beginning the game.
2013-09-23 19:44:03 +00:00
Xawotihs@gmail.com
26ab65860e
Fixed a gazillion of warnings occuring when compiling Wagic with Clang with Werror.
2013-06-09 21:16:39 +00:00
wagic.the.homebrew@gmail.com
2349908f66
Refactored the "fast test", "slow test" bits of the test suite to make the intent clear, and prevent the first test slowness from being broken again. I've kept the fast_test value to 6 (it was originally 3) as Zethfox mentioned weird race conditions when it is set to 6.
2013-05-05 11:56:35 +00:00
omegablast2002@yahoo.com
90c0b42a07
changed the defaults of the testsuite game constructor to set the default timerlimit to 6
...
the other threads were running test suite at 0 which was causing race condition fails in test suite, i incremented by 1 until the normally passing test no longer failed, test effected were proliferate and mortician beetle both passing test in normal mode, failing in hyperspeed. test suite takes only 30 secs more to run but we can't sacrifice actual results for speed.
the commented out section is not even taken into account after first test is run.
2013-02-04 05:09:52 +00:00
Xawotihs@gmail.com
47cfc5bdeb
Reverted TestSuiteAI.cpp from previous commit
2013-01-28 22:40:56 +00:00
Xawotihs@gmail.com
73131c8064
Removed unused variables
2013-01-28 22:37:01 +00:00
Xawotihs@gmail.com
9db8478dfe
Created a NetworkGameObserver class able to extend the serialization code of GameObserver to synchronize and forward game actions on the network
...
Fixes in GameObserver serialization/deserialization code
Fixes in JNetwork and JSocket on windows
Various code cleanup (currentGamePhase access in particular)
Updated GUI code to re-enable a basic network GUI
Activated threaded tests on Windows. It uses 4 threads by default.
2013-01-22 22:39:49 +00:00
omegablast2002@yahoo.com
d078872dfc
this is the first draft of a simple ai combo system,
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format is as follows
HINT#combo hold(blah|myhand)^until(blah|mygraveyard)^until(blah|opponentshand)^restriction{type(creature|mybattlefield)~morethan~2}^cast(blah) targeting(blah|mygraveyard)^totalmananneeded({g}{g}{r}{u}{2})
the ai can be told to hold more then one card, until as many condiations as you want are met, until( is a TC and can basically be used in a fasion of saying "hold arbor elf until you have a lord of atlantas in play and a gaint growth in you hand"
once the condiations are met you can later tell it to cast(gaint growth) targeting(arbor elf[fresh]|mybattlefield)...
I also included the whole of the games restrictions system...
so you can get really really creative with this so far.
the next thing I will do is ability targeting and card favoring.
2012-08-19 21:53:57 +00:00
Xawotihs@gmail.com
cb8af6d6c0
- modified gameOver to be protected and defined two new operations to do the same thing (didWin and setLoser)
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- removed ACTION_LOGGING_TESTING code
- Fixed AIvsAI games multithreaded games
- Activated undo when testsuite is enable
- Defined an initial player comparison operator
- Fixed multi-threaded modification to subtypes
- Fixed gameTurn cleanup for gameObserver reuse
2012-03-20 23:10:05 +00:00
techdragon.nguyen@gmail.com
85848cfe41
resolution to issue 794. Non-classic games crashed at the completion of the game.
2012-02-06 09:07:37 +00:00
techdragon.nguyen@gmail.com
fe78345ef7
first draft of ad code for iOS. Not adding admob/adwhirl/adSesnse libs to this commit. You will need to download them to get the port to build under XCode
2011-12-08 20:50:36 +00:00
Xawotihs
3514476812
- Created a GamePhase type to ease debug.
...
- Modified the testsuite and gameobserver to be able to replay all the testcases based on the actions logged during the first pass. This allows to test the action logging and replay used during undo. It's only activated in multithreaded mode and it does not work on Momir tests.
- Modified choice logging and replay to use menuId instead of ability index, as, for some obscur reasons related to Lord, those ability indexes may change.
- Fixed bug in nextphase logging wrongly generating click actions
- Added a "stack" zone to the click ability logging to be able to replay properly interrupt
- Fixed a wonderful bug mixing card names with zone names in the actions execution engine
- Added a "combatok" action logging/execution
- Added a "clone" virtual method to MTGCardInstance and Token to be able to clone correctly the right object type. Used that in MTGGameZones::removeCard
2011-11-29 21:50:16 +00:00
Xawotihs
8a1606a3c6
Compilation fixes for Android+boost
2011-11-16 20:49:26 +00:00
Xawotihs
1ef9489ea0
Fixed compilation on Windows and avoid crashing when the TestSuite is interrupted.
2011-11-06 19:58:23 +00:00
Xawotihs
e50fdba648
- Replaced static parts by per-instance parts of of several classes when they were not threadsafe (AIMomirPlayer, SimpleMenu, Trash, AIAction, MTGCardInstance, ATutorialMessage, MTGRules). The direct consequence is that we could consumme more memory. So, tell me if you have problems with low memory devices (PSP), there are some threadsafe optimizations that could be implemented if needed.
...
- Reworked the testsuite to be able to work multithreaded. This is deactivated by default everywhere except in QT_CONFIG as one testcase still refuses to pass in multithreaded mode. On my 4 cores linux desktop, the 650 tests passes now in 4 seconds (1 fails).
- Replaced usage of CardSelectorSingleton by a card selector per game observer.
- Modified the resource manager to be optionnal and per game observer instance instead of being a singleton. Two reasons here : threading AND Open Gl access. I only updated the crashing parts called from the game observer, so most of the code is still using the single instance. Beware of copy-paste concerning resources ...
- Cleaned up the game observer constructors
- Fixed several problems in action logging code while testing proliferate decks
- Cleaned up Threading implementation based on QThread
2011-11-06 17:31:44 +00:00
Xawotihs
2f4dd4cd2a
- Added poison counter check into the testsuite
...
- Decorelated the testsuite AI timer from the game timer to be able to have reproduceable results with AI tests.
- Created a random generator wrapper class
- Used two seperate instances of this random generator for AI and for the game
- Added methods to load randoms into AI from a testcase
- Fixed a probleme with undo and premade decks introduced in r4035
- Added basic test to test AI proliferate code
- Cleaned up goblin_artillery test
- Added AI tests into the testsuite test list
- Fixed looping bug into the multi target AI code
2011-10-30 14:31:27 +00:00
wagic.the.homebrew
c32a3b6aa1
Fix a memory leak in test suit player constructor
2011-10-15 02:37:11 +00:00
Xawotihs
483c767492
Fix players vector (had a couple of 4 players game with the new code), added more cleanup
2011-10-01 23:49:37 +00:00
omegablast2002@yahoo.com
76a8f406ec
converted the player arrays into vectors, so we can test is a player is actually there at the time we are trying to access its variables.
...
this fixes 2 crashes I found, the first, 2 color random mode would crash on load.
2nd, ai vs ai testing would randomly crash, this should fix that also.
I noticed 2 color random mode is now trying to search for it's rules and sometimes flashes for a brief moment "error cant read file" or something like that....I could not find the source of that, it doesn't cause it to crash however it causes it to take a sec longer to load, this is before this commit btw, so the issue is still there.
it was trying to load the rules, flashed the error then crashes...i fixed the crash but not the rules error.
please review, i might have left in useless stuff...
I also did notice something, the way we are creating players is kind of all over the place. imo this is bad, it made this conversation extra hard becuase you create one player over here, another type over there, the human over in this direction, back track and create another somewhere else...this needs to be taken into account for a refactor, all player creation should happen in the same function, and at the same times...
the reason these 2 crashes existed was becuase players were being created before "gameobserver" in some modes, and in other modes, no player would exist at the time game was creating to set the player. but we then later call the same function when we actually load the player using the method specific to a mode.
this just leads to headaches, I mean no offense, just a general observation i made when converting this players array. unfortunately that kind of refactor is just a little beyond my coding ability.
2011-10-01 21:29:22 +00:00
Xawotihs
0dc9c4e274
Fixed a leak introduced in r3976
2011-10-01 17:56:40 +00:00
Xawotihs
daf362f736
Simplified the parsing, now the TestSuite reworks on Windows.
2011-10-01 17:07:11 +00:00
Xawotihs
b36653787e
Fixed compilation problems on Window
2011-10-01 14:24:07 +00:00
Xawotihs
9adb9d625d
- reworked the testsuite and the rules (storyflow) to use the same game deserialization code, moved that code to the players and zone classes
...
- removed every references to the gameobserver singleton. This object can now be instantiated several times as it's needed for minmax. To be able to do that, I mostly added a reference to a gameobserver from any targetable object (cards, players, spells) and abilities.
2011-10-01 13:30:30 +00:00
wagic.the.homebrew
c633dc805f
- Adding "connected cards" color rendering
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- Made "booster" check mod-dependent in test suite
2011-09-23 07:24:24 +00:00
wagic.the.homebrew
ee4c7e23bd
- fixed memory leaks introduced in previous revision
...
- removed incorrect casts of MTGCardInstance into Spell objects.
- AI Test system now allows you to put decks in ai/bakaA and ai/bakaB instead of ai/baka. This allows to let AIPlayerBaka and AIPlayerBakaB play with specific decks
- Test suite speed improvement. Improved the card name cache. Test suite now runs in 850 seconds instead of 950 on my machine.
- minor code cleanup
2011-09-22 04:43:05 +00:00
wagic.the.homebrew
fbfac78b09
- Split AIPlayer and AIPlayerBaka in 2 files. Moved all "AI" specific code into AIPlayerBaka, as much as possible.
...
-- This is a copy/paste and shouldn't have any impact on the logic. I just moved some functions from AIPlayer to AIPlayerBaka
- Added back the possibility to select a different Resource folder with file Res.txt
- Fix a crash when a token id does not exist
2011-09-20 03:06:06 +00:00
Xawotihs
bb65d2dc12
- various compilations fixes for Symbian
...
- small cleanups of the TestSuite and Player classes
2011-09-19 19:49:45 +00:00
wagic.the.homebrew
87d60cd79e
- Improper GetfileInstance calls were preventing from correctly initializing the JGEFileSystem (Todo: init earlier, prevent from calling GetfileInstance if not initialized ?)
...
- fixed a problem with the test suite
2011-08-21 10:04:38 +00:00
wagic.the.homebrew
e27cf56fa2
- Support for Zip Filesystem. It is now possible to zip the entire Res folder ("store" method preferred, zip so that the root of the zip has ai, player, etc...) in one single file for read only. Write access is done in another folder (hardcoded to be User/ for now, can be updated depending on platforms, etc...
...
-- zipFS has several limitations...
--- in a general way, seekg doesn't work... so getting a file's size needs to be done through JFileSystem.
--- getLine on files open with zipFS doesn't work so great. Not sure if it is a normal issue because files are open in binary or not... JFileSystem therefore offers a "readIntoString" function that needs to be used instead of the usual "getline" technique. However getLine can then be used on a stream connected to the string.
-- tested on Windows and PSP, I also made sure android still works, but haven't tested zip support on Android.
-- I tried to maintain backwards compatibility, but this might break on some platforms, if I broke some platforms and you can't find a way to fix them, please contact me and we'll figure something out
-- This removes wagic::ifstream. I didn't reimplement the securities that were involved in this, apologies for that. Might be useful to reimplement such securities in JFileSystem
-- I haven't tested options/profiles in a deep way, it is possible I broke that.
2011-08-21 09:04:59 +00:00
wagic.the.homebrew
f96635541d
- Fix for issue 650 (tidal Warrior effect doesn't end at end of turn)
...
- Fix PSP compilation
2011-05-07 04:10:47 +00:00
wagic.the.homebrew
0b9ff076e6
Please update your rules folder
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- "Manapool empties at the end of each step" becomes an ability, and was moved into the external rules file. "removemana(*) to remove all, removemana(*{G}) to remove all green, removemana(*{G}{B}{R}) to remove all green black red, removemana({G}{G}{B}{U}) (no "*") to remove a specific value.
- Added a possibility to make abilities non interruptible. With little work, this could be added to the parser if needed. Please use with care, let's discuss what is an acceptable usage of this now functionality, if needed.
2011-05-03 11:59:27 +00:00
Xawotihs
f9be0a6341
- reworked completly the JNetwork, JSocket interface (had to ifdef out the PSP socket code)
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- added 2 menus to wait for connection and wait for deck selection
- tested compilation on Qt Linux, Qt Windows and PSP
- deactivated everywhere (NETWORK_SUPPORT to activate).
2011-03-13 21:19:02 +00:00
wagic.the.homebrew@gmail.com
5b365e53f0
Erwan
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- submit a fix for TestSuiteAI, I don't understand why it wasn't submitted with my other changes yesterday. This fixes a bug in the test suite (One storm test would fail without this)
- minor refactor to AI code
2011-02-14 13:29:27 +00:00
wagic.the.homebrew@gmail.com
60017a6652
Erwan
...
- replaced variables canPutLandsIntoPlay and landsPlayerCanStillPlay with a PlayRestrictions class.
- Added seenThisTurn(TargetChooser * tc) in MTGGameZones, which allows to count how many cards matching a targetChooser have been in a given zone in the current turn. With minor work, this can probably be reused by the ability parser for some cards that need to count how many **** where played or put on the stack during a turn.
-- for example player->game->stack->seenThisTurn([put a TypeTargetChooser("creature") here]) would give you the number of creature spells cast by the player this turn.
- This is the first step of a refactor that aims at removing all the adhoc variables for "cant cast". I plan to get rid of the following variables in Player.h (and the associated code, which hopefully will become smaller):
int castedspellsthisturn;
bool onlyonecast;
int castcount;
bool nocreatureinstant;
bool nospellinstant;
bool onlyoneinstant;
bool castrestrictedcreature;
bool castrestrictedspell;
bool onlyoneboth;
bool bothrestrictedspell;
bool bothrestrictedcreature;
They will be replaced by the PlayRestrictions system, and hopefully I'll have time to update the parser to make this more generic as well.
My initial goal with this change was to move the limit of 1 land per turn outside of the code, and make it an external rule in Rules/mtg.txt. I have yet to do it.
2011-02-12 16:31:07 +00:00
omegablast2002@yahoo.com
473abd9814
im forced to do this commit in whole instead of parts as originally planned, and before my beta test period of the changes is complete BECAUSE there are people doing "clean up" and the MASSIVE amount of conflicts i have to resolve from it is WAY too much for me to take on after nearly 200 hours of coding this patch. i cant seem to get enough respect to have people hold off on "clean up" so this brings me to being forced to do a full commit before playtest period is done, so they can go ahead with there *super important* clean up.
...
ok i WAS going to write a full change log with code exsamples ect, but since im rushed you will get the short version of this log.
first bug fixes, and there were many,
indestructible creature bug fixed
halimar execavator *embearessing youtube video" bug is fixed
token text now displays source name and tokens abilities
fixed a card view null pointer in an iterator when code used combinations of foreach and aslongas with CD.
epic struggle bug fixed, aslongas was only parsing one space to the right of the operator.
extra cost containing targetting fixed, cards can now have multiple extra cost in all mana...this includes giving a card 2 targeted sacrifices as its main cost.
angelic chorus bug fixed, the card will be soft coded now.
and many other minor bugs fixed, hard to remember all which were fixed.
now, new abilities = words
"legendarylandwalk",
"desertlandwalk",
"snowforestlandwalk",
"snowplainslandwalk",
"snowmountainlandwalk",
"snowislandlandwalk",
"snowswamplandwalk",
"snowlandwalk",
"nonbasiclandwalk",
"strong",//cant be blocked by creature with less power
"weak",//cant block creatures with more power
"phasing",
all true landwalks will now be supported.
new cost types:
morph which is coded as follows
[card]
name=Bloodstoke Howler
facedown={3}
autofacedown={6}{R}:morph
autofaceup=3/0 all(beast|mybattlefield))
text=Morph {6}{R} (You may cast this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) -- When Bloodstoke Howler is turned
face up, Beast creatures you control get +3/+0 until end of turn.
mana={5}{R}
type=Creature
subtype=Beast
power=3
toughness=4
[/card]
you will notice new auto lines autofaceup and autofacedown
these are abilities the cards will have when theyre in that state.
the cost is coded as
facedown={cost}
when a card is faced up it gains auto= lines also.
tho is played normally it will NOT gain autofaceup=lines
card restrictions:
cards can now have restrictions placed on them the restrictions are.
all previous restrictions usable in activated abilities
with the follow additions
control two or more vampires
control less creatures
control snow land
casted a spell
one of a kind
fourth turn
before battle damage
after battle
during battle
[card]
name=Blood Frenzy
target=creature[attacking;blocking]
restriction=before battle damage
auto=4/0
auto=treason
text=Cast Blood Frenzy only before the combat damage step. -- Target attacking or blocking creature gets +4/+0 until end of turn. Destroy that creature
at the beginning of the next end step.
mana={1}{R}
type=Instant
[/card]
other cost now can have specail restrictions also:
otherrestriction=mytypemin:1 type(swamp),opponenttypemin:1 opponenttype(plains)
these are minimums required inplay of a type
it can be just you, or you and opponent or just opponent
you can also use the words "more" and "less" and * to compare the 2 players fields.
[card]
name=Cho-Arrim Legate
abilities=protection from black
other={0}
otherrestriction=mytypemin:1 type(swamp) , opponenttypemin:1 opponenttype(plains)
text=Protection from black -- If an opponent controls a Swamp and you control a Plains, you may cast Cho-Arrim Legate without paying its mana cost.
mana={2}{W}
type=Creature
subtype=Human Soldier
power=1
toughness=2
[/card]
activated ability gained a new restriction "opponentturnonly"
variables will now be recalculated during the resolve of the major abilities to produce the most current number.
{x}:draw:x <----
new number variables words:
using draw as an exsample
draw:auras <--auras on a creature
draw:type:ally <---counts the allys in your field. self explanitory
draw:thatmuch <--mostly a triggered effects number.
when you take damage draw that much
draw:lifelost
draw:oplifelost
these return the value of the life lost that turn.
new TRIGGER restricitions
sourcenottap
sourceTap
foelostthree<--card cycle uses opponent lost life
foelosttwo<--same as above
once<--this trigger will only ever trigger one time and never again.
new card discriptor words
[multicolor]
[leveler]
[enchanted]
[blackandgreen]
[blackandwhite]
[redandblue]
[blueandgreen]
[redandwhite]
CD will now recalculate the number again on resolve
meaning {x}:target(CreatureTargetChooser[manacost <=x]) will work, with an added bonus {x}:target(CreatureTargetChooser[manacost <=any word variable])
new this(:
this(tapped)<--for strange case cards.
this(untapped)
this(auras)
new MTGAbility keywords
(blink)
(blink)forsrc <--stay blinked while source inplay
hand(blink <---adding hand to the front makes it target hand.
livingweapon
this is an extension of token, simple attach the words "livingweapon" to the front of token( and it will autoamtically token that and attach the card to it.
token( gained:
"targetcontroller" targetting.
"battleready" if put in the tokens abilities it will be a attacker and tapped as it is entering play.
phaseout <--self explanitory
spiritlink <--stacking lifelink style effect that benifits the OWNER of the card.
combatspiritlink same as above.
stacking flanking, requires 2 abilities unfortunately
[card]
name=Agility
target=creature
auto=teach(creature) flanker
auto=teach(creature) flanking
text=Enchant creature -- Enchanted creature gets +1/+1 and has flanking. (Whenever a creature without flanking blocks this creature, the blocking
creature gets -1/-1 until end of turn.)
mana={1}{R}
type=Enchantment
subtype=Aura
[/card]
removeallcounters(number/number,name)
removes all counters of the type from a card, can all be
"all"
vampire hexmage effect.
added new tools for transforms
,setpower=number
,settoughness=number
removetypes
morph
autofacedown={0}:morph
eradicate <---same as the card name.
cumulativeupcost[ <--self explanitory
upcostmulti[ <--an upcost that will resolve with a && ability
phaseaction[ phase name ] ability
an ability that will trigger on the stated phase name.
also support for phaseactionmulti[
new triggers added:
@vampired( <--sengir vampire effect
@targeted(
@lifeloss(
@lifed(
add a special ability builder called dynamicability
it acts alot like a choose your own adventure book
dynamicability<! variable 1, variable 2, variable 3,variable 4!> optional ability targetting the original target.
variable list 1:
this is the primary amount source
source
mytgt
myself
myfoe
variable list 2:
this is the variable we're after, or the amount
power
toughness
manacost
colors
age
charge
oneonecounters
thatmuch
variable list 3:
this is the main effect
strike
draw
lifeloss
lifegain
pumppow
pumptough
pumpboth
deplete
countersoneone
variable list 4:
how it will do this effect to.
itself
eachother
targetcontroller
targetopponent
tosrc
srccontroller
srcopponent
the best way to explain its usage is to look at cards coded with this ability. or experiment with combinations.
new gameoption
First turn player:player, opponent, random
who takes the first turn
added poisoned status, tho not complete since MBS hasnt spoiled enough cards to see where this variable will be used.
taught ai how to counter spell
improved ai, it will now cast instants during interupts and during your turn.
previously ai treated instant cards the same as it treated sorceries, which was not fair to the ai.
im sure there is some messed items, but the rev directly before this one had formatting in the code that created hundreds of conflicts with this one, so i had to dig this info out of red and green sections.
cards and test are coming soon, i ask PLEASE do not alter these new additions until the test are commited.
im commiting without the test because instead of allowing me to proceed with my beta test period, there are some that wish to rush me into a commit. if you do not like this commit revert it, i absolutely on no grounds give permission to recommit afterwards. and i will not recommit if a revert is called.
2011-01-21 20:18:56 +00:00
wrenczes@gmail.com
2063e27681
Added a debug helper override class for ifstream - this normally washes out to std::ifstream. If #define TRACK_FILE_USAGE_STATS is enabled, it derives from ifstream, but additionally tracks each time we create an instance for a given file name & counts each hit in a map, and dump the statistics on shutdown. This is to help track how often we open up certain files, since i/o is costly on the psp.
...
Here's an sample run on my win box where I launched & ran the test suite once (note that for more interesting stats, forcing a low memory condition would be more interesting so that it'll thrash more):
-------------------
File Usage Statistics
../../../wagic_res/graphics/simon.dat -- 1
../../wagic_res/graphics/simon.dat -- 1
../wagic_res/graphics/simon.dat -- 1
22222220.jpg -- 1
42187t.jpg -- 1
4514111t.jpg -- 1
4838511t.jpg -- 1
4838512t.jpg -- 1
51613t.jpg -- 1
89069t.jpg -- 1
Advisor.wav -- 1
Ally.wav -- 1
Angel Token.jpg -- 1
Angel.wav -- 1
Ape.wav -- 1
Archer.wav -- 1
Assassin.wav -- 1
Atog.wav -- 1
Aura.wav -- 1
Barbarian.wav -- 1
Basic.wav -- 1
Bat.wav -- 1
Bear.jpg -- 1
Beast Token.jpg -- 1
Berserker.wav -- 1
Bird.wav -- 1
Centaur.wav -- 1
Cleric.wav -- 1
Cockatrice.wav -- 1
Construct.wav -- 1
Crocodile.wav -- 1
Cyclops.wav -- 1
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End File Usage Statistics
-------------------
2011-01-11 10:11:15 +00:00
Ittobaal@gmail.com
07ef902d85
Added newline to end-of-file
2011-01-08 12:24:39 +00:00
wagic.the.homebrew@gmail.com
19fe04b882
Erwan
...
- fix for issue 558 (compilation issues in release mode on most platforms)
2010-12-13 13:16:01 +00:00