Follow-up Comment #6, bug #19007 (project freeciv): Results of some experiments to confirm my analysis.
Attached a savegame produced by a broken server. Two players, one at index 0, the other ("P125") at index 125; all slots in between are unused. On reloading this into broken server, _most_ of the previously explored territory (for which you'll have to take my word) has disappeared. For me there are odd disconnected spots of known territory, I assume the result of reading uninitialised memory; I guess the reason this isn't causing a crash for me but did for akfaew is an Intel+Linux vs Sparc+OpenBSD difference. Also, P125's client emits hundreds of the following -- this is the sort of knock-on effect I was suggesting: 1: fill_sprite_array() tile (2,23) has no terrain! 1: fill_sprite_array() tile (5,21) has no terrain! 1: build_tile_data() tile (10,16) has no terrain! 1: build_tile_data() tile (10,18) has no terrain! 1: fill_sprite_array() tile (10,16) has no terrain! 1: build_tile_data() tile (10,18) has no terrain! 1: build_tile_data() tile (10,18) has no terrain! 1: build_tile_data() tile (10,20) has no terrain! Loading this into a fixed server gives a warning as expected, and the disconnected spots disappear; all as expected. Exploring more territory, saving, and loading again, the newly explored territory is preserved. The client is no longer moaning. Best we could have hoped for, I think. Loading a fixed savegame into a broken server is much the same as loading a broken savegame, as expected. (file #14589) _______________________________________________________ Additional Item Attachment: File name: idx-someturns.sav.bz2 Size:11 KB _______________________________________________________ Reply to this item at: <http://gna.org/bugs/?19007> _______________________________________________ Message sent via/by Gna! http://gna.org/ _______________________________________________ Freeciv-dev mailing list Freecivfirstname.lastname@example.org https://mail.gna.org/listinfo/freeciv-dev