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[Bug 916545] Re: About depending on GGZ packages

 

Hi hjd.

Generally I like the idea of automatic tests. However I am not sure how an automatic test could be used in this case. Maybe I missunderstood you, but:
* During the refactoring of the code (moving ggz code to it's own place and simplifying the internet code to prepare it for the rewrite) it would really be cool to check, that the massive move and partly rewrite of code does not break anything. However an automatic test seems to overpowered for me, as this is the minor part of the rewrite and functionality checks can be done (and are done by me) via connecting to the metaserver and starting+ ending a game.
* After the refactoring, we will write a new server and completely new client code. The only thing this has in common, with the ggz code is the wish, to at least have the same features as the ggz code had (we do not use the old ggz metaserver and can not use any part of the old ggz code for testing within the new code)- so to say "login, list of players, list of games, chat, possibility to open a game, possibility to join a game and possibility to send the game state "open" or "close" to the server) - an automatic check would not work in this place, as the first step would logically be the login - but at that state all other tests for the other features would always fail. If after that we implement the next feature and the login gets messed up somehow... well we will hopefully notice :)

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https://bugs.launchpad.net/bugs/916545

Title:
  About depending on GGZ packages

Status in Widelands:
  Confirmed
Status in “widelands” package in Debian:
  New

Bug description:
  I noticed a bug report in Debian which basically suggests to drop the
  GGZ packages because it is unmaintained upstreams. Since Widelands
  depends on ggz, this of course affects us there (not to mention Debian
  derivaties like Ubuntu and Linux Mint).

  I know the ggz dependency has been discussed a bit before, but we
  should probably figure out what the long-term plan is.

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