Removing Cloning of Character for Output

Description

From: James Dempsey <jdempsey@acslink.net.au>
To: pcgen_developers@yahoogroups.com

Hi Tom,

On 6/07/2014 5:51 AM thpr@yahoo.com [pcgen_developers] wrote
>
>
> Do we have know why we have to clone a character every fraction of a second to have it output correctly?
>
> Can we open a JIRA with the details so we can get a better strategic solution?

I placed the cloning there some time ago to get around the issue of preparePCForOutput causing changes to the displayed character. A major issue was skills jitter with the available skills tab jumping around crazily.

Now with the skills issue corrected and abilities are no longer cloned we may be able to turn the cloning off. A quick change in pcgen.gui2.facade.CharacterFacadeImpl.getExportCharacter() will achieve that.

Lets try it out after tonight's release and see if there are any remaining reasons for cloning.

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James Dempsey
July 17, 2014, 3:40 PM

ConcurrentModificationExceptions were the other bane of output on the same character. In my testing of turning off cloning these are still occurring:

James Dempsey
July 20, 2014, 2:47 AM

Removing cloning also caused some odd error for a couple of pathfinder integration tests.

Goldielocks:
Expected text value '30 ft. by 30 ft.' but was '5 ft. by 5 ft.' at /character[1]/basics[1]/face[1]face[1]/text()[1]
PfrpgPaladin:
Expected text value '7567.45 gp' but was '7565.45 gp' at /character[1]/equipment[1]/total[1]/value[1]/text()[1]

I will halt work on this issue for now as other things are more important for the 6.4 release.

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Reporter

James Dempsey

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