Update of bug #22786 (project freeciv):
Category: None => general
Status: None => Ready For Test
Planned Release: => 2.5.1, 2.6.0, 3.0.0
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Follow-up Comment #2:
While fixing this, I found both ai_manual_turn_done enabled and disabled to be
broken. The game didn't progress either way.
Fix attached:
- Make Turn Done button sensitive when "ai_manual_turn_done" is enabled
- Have change of "ai_manual_turn_done" value to adjust sensitivity of Turn
Done button
- Allow client to send turn done packet even when player is AI controlled
- Count client with AI controlled player as "connection under control" if it
already has made properly ended turn, when checking against game going
rampant*
- End current turn when switching under AI control and ai_manual_turn_done is
disabled (previously only new turns starting under AI control were handled)
- When busy agents prevent ending turn immediately when we'd do so, allow
postponed turn ending to work even if player is under AI control
*) It's possible to construct corner-cases where this is arguably wrong, but
in general I think this works better than old code that could lead server
never to finish turn if the last turn done was from a client switching under
AI control, and there was no other clients connected at the time.
One thing I couldn't get to work yet was immediate turn done when player is
already under AI control and ai_manual_turn_done option gets changed to
disabled -> new ticket.
(file #24713, file #24714)
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Additional Item Attachment:
File name: TurnDoneAiMode.patch Size:5 KB
File name: TurnDoneAiMode-S2_5.patch Size:5 KB
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Reply to this item at:
<http://gna.org/bugs/?22786>
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