<URL: http://bugs.freeciv.org/Ticket/Display.html?id=39578 >

Just starting a saved game (with 3 players) has too many player_info packets.

The comments in client/packhand.c say:

   /* If the server sends out player information at the wrong time, it is
    * likely to give us inconsistent player tech information, causing a
    * sanity-check failure within this function.  Fixing this at the client
    * end is very tricky; it's hard to figure out when to read the techs
    * and when to ignore them.  The current solution is that the server should
    * only send the player info out at appropriate times - e.g., while the
    * game is running. */

Obviously, based on a load followed by immediate quit, the server isn't
meeting that restriction:

3: Player0 
inventions:0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
3: Player0 
inventions:0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
3: Player0 
inventions:0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
3: Player0 
inventions:0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
3: Player0 
inventions:2000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
3: Player0 
inventions:2000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
3: Player0 
inventions:2000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
3: Player1 
inventions:2000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
3: Player2 
inventions:2000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
3: Player0 
inventions:2020000002200200000010000000000000010000002002201000020200010002000000001000000020000012
3: Player1 
inventions:2000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
3: Player2 
inventions:2000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
3: Player0 
inventions:2000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
3: Player1 
inventions:2000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
3: Player2 
inventions:2000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
3: Player0 
inventions:2020000002200200000010000000000000010000002002201000020200010002000000001000000020000012
3: Player1 
inventions:2000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
3: Player2 
inventions:2000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
3: Player0 
inventions:2020000002200200000010000000000000010000002002201000020200010002000000001000000020000012
3: Player1 
inventions:2000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
3: Player2 
inventions:2000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
3: Player0 
inventions:2020000002200200000010000000000000010000002002201000020200010002000000001000000020000012
3: Player0 
inventions:2020000002200200000010000000000000010000002002201000020200010002000000001000000020000012
3: Player1 
inventions:2000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
3: Player2 
inventions:2000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
3: Player0 
inventions:2020000002200200000010000000000000010000002002201000020200010002000000001000000020000012

Note that the first are sent with no A_NONE at all!  There are comments in
various places as the A_NONE is repeatedly set again, trying to fix the
problems.

Note that player0 inventions are flapping, probably due to an internal
problem in the server, causing recalculation.



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