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Ticket #147 (closed bug: fixed)

Opened 9 years ago

Last modified 7 years ago

dialogue validator

Reported by: eliedebrauwer Owned by: eliedebrauwer
Priority: major Milestone: Techdemo 1
Component: scripts Version: trunk
Keywords: Cc:
Blocked By: Blocking:
Department:

Description

Currently the dialogue files (yaml files) are read in the game at runtime. At this point there is now way to check whether these files are correct and will work. (either offline or at runtime).

So the plan is the create a dialogue validator which reads the yaml files, performs as much as checks as feasible to try to tell whether the yaml file will work or not.

The goal is to use these checks in several places: a) offline as a commandline tool (e.g. ./validate.py dialogue.yaml) b) online in pair with loading the yaml file (at runtime). c) offline as part of the unittest (for i in *.yaml do ...) d) as part of the dialogue GUI to validate read/written files.

The yaml syntax is defined at: http://wiki.parpg.net/Dialogue

Since the yaml syntax is still evolving this is something that should grow together with the syntax.

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Change History

comment:1 Changed 9 years ago by eliedebrauwer

(In [369]) Ticket #147. Patch by eliedebrauwer: Added dialogue-validator code and unittests, already capable of structure checking. Unittest fail atm. Still pending for ticket 147 is a standalone validator. refs #147

comment:2 Changed 9 years ago by eliedebrauwer

  • Status changed from new to closed
  • Resolution set to fixed

(In [370]) Ticket #147. Patch by eliedebrauwer: Added more verbosity in error reporting, updated unittest to be more verbose as well, added standalone validator utility. closes #147

comment:3 Changed 7 years ago by anonymous

Is this really the way it suppose to work? By the what could mean error fatal error access to undeclared static property ?

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