[Freeciv-Dev] [bug #14631] --identity argument is not documented in server man page

2009-10-28 Thread pepeto

URL:
  http://gna.org/bugs/?14631

 Summary: --identity argument is not documented in server man
page
 Project: Freeciv
Submitted by: pepeto
Submitted on: mercredi 28.10.2009 à 09:00
Category: docs
Severity: 2 - Minor
Priority: 3 - Low
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 2.2.0

___

Details:

Fix attached.




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File Attachments:


---
Date: mercredi 28.10.2009 à 09:00  Name: trunk_S2_2_man_freeciv_server.diff 
Size: 850 o   By: pepeto

http://gna.org/bugs/download.php?file_id=7144

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[Freeciv-Dev] [bug #14611] maphand.c assertion failure

2009-10-28 Thread pepeto

Update of bug #14611 (project freeciv):

  Status:  Ready For Test = Fixed  
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [bug #14320] Assertion `is_tiles_adjacent(punit-tile, ptile)' failed.

2009-10-28 Thread pepeto

Update of bug #14320 (project freeciv):

  Status:  Ready For Test = Fixed  
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [bug #14607] Server crash when leaving

2009-10-28 Thread pepeto

Update of bug #14607 (project freeciv):

  Status:  Ready For Test = Fixed  
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [bug #14613] goto+build city only possible if current tile allows city building

2009-10-28 Thread pepeto

Update of bug #14613 (project freeciv):

  Status:  Ready For Test = Fixed  
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [bug #14612] City builders: Don't draw city outlines around unit while on a goto

2009-10-28 Thread pepeto

Update of bug #14612 (project freeciv):

  Status:  Ready For Test = Fixed  
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [bug #14610] Font options don't work

2009-10-28 Thread pepeto

Update of bug #14610 (project freeciv):

  Status:  Ready For Test = Fixed  
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [bug #14515] Behaviour of hydro/nuclear/solar plants etc doesn't match documentation

2009-10-28 Thread pepeto

Update of bug #14515 (project freeciv):

  Status: In Progress = Fixed  
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [bug #14632] City name and city production font options doesn't work

2009-10-28 Thread pepeto

URL:
  http://gna.org/bugs/?14632

 Summary: City name and city production font options doesn't
work
 Project: Freeciv
Submitted by: pepeto
Submitted on: mercredi 28.10.2009 à 10:05
Category: client-gtk-2.0
Severity: 2 - Minor
Priority: 3 - Low
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 2.2.0

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Details:

Changing them don't affect what they should.





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[Freeciv-Dev] [bug #14615] want to set buddies even when not AI

2009-10-28 Thread pepeto

Update of bug #14615 (project freeciv):

Priority:  5 - Normal = 1 - Later  


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[Freeciv-Dev] [bug #14619] Remove packets freeze_hint and thaw_hint

2009-10-28 Thread pepeto

Update of bug #14619 (project freeciv):

Priority: 3 - Low = 1 - Later  


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[Freeciv-Dev] [bug #14608] Requirement cleanup

2009-10-28 Thread pepeto

Update of bug #14608 (project freeciv):

  Status:None = Ready For Test 
 Assigned to:None = pepeto 
 Planned Release:None = 2.2.0  


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[Freeciv-Dev] [bug #14627] e_tech_* sound event triggered on changing tech

2009-10-28 Thread pepeto

Update of bug #14627 (project freeciv):

 Assigned to:None = pepeto 


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[Freeciv-Dev] [bug #14603] Error autosaving on trunk revision 16210 over Ubuntu 9.04

2009-10-28 Thread pepeto

Update of bug #14603 (project freeciv):

  Status:   Confirmed = Ready For Test 
 Assigned to:None = pepeto 

___

Follow-up Comment #10:

I think now I have understood what this bug was about.  I attached the fix:
* A dot in the path is not considered as an extension.
* A dot at the start of the filename is not considered as an extension.
* If you give a path without filename (e.g. ~/.freeciv/saves/), the game will
be saved in this path with a generated filename.  The current behaviour is a
failure: cannot save (~/.freeciv/saves/.sav.gz)


(file #7153, file #7154)
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Additional Item Attachment:

File name: S2_1_save_game.diffSize:2 KB
File name: trunk_S2_2_save_game.diff  Size:3 KB


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[Freeciv-Dev] [bug #14637] Trunk server infinitate loop

2009-10-28 Thread pepeto

URL:
  http://gna.org/bugs/?14637

 Summary: Trunk server infinitate loop
 Project: Freeciv
Submitted by: pepeto
Submitted on: mercredi 28.10.2009 à 12:44
Category: general
Severity: 4 - Important
Priority: 7 - High
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 2.2.0

___

Details:

An sample of gdb back trace:

#15208 0x0050b0f6 in real_freelog (level=1106621200, 
message=0x58f0d0 %s) at log.c:342
#15209 0x00405694 in event_cache_data_new (packet=0x7fff42756e30, 
target_type=ECT_ALL, players=0x0) at notify.c:428
#15210 0x004061c8 in notify_conn (dest=0x0, 
ptile=value optimized out, event=value optimized out, color=
  {foreground = 0x57d680 #FF, background = 0x0}, 
format=value optimized out) at notify.c:223
#15211 0x00404f68 in con_handle_log (level=1, 
message=0x8dc0a0 In event_cache_data_new() (notify.c, line 427):
assertion 'NULL != event_cache' failed., file_too=false) at console.c:57
#15212 0x0050ae53 in vreal_freelog (level=1, 
---Type return to continue, or q return to quit---
message=0x553d90 In %s() (%s, line %d): assertion '%s' failed., 
ap=value optimized out) at log.c:329
#15213 0x0050b0f6 in real_freelog (level=1106621200, 
message=0x58f0d0 %s) at log.c:342
#15214 0x00405694 in event_cache_data_new (packet=0x7fff427578f0, 
target_type=ECT_ALL, players=0x0) at notify.c:428
#15215 0x004061c8 in notify_conn (dest=0x0, 
ptile=value optimized out, event=value optimized out, color=
  {foreground = 0x57d680 #FF, background = 0x0}, 
format=value optimized out) at notify.c:223
#15216 0x00404f00 in con_handle_log (level=0, 
message=0x8dc0a0 In event_cache_data_new() (notify.c, line 427):
assertion 'NULL != event_cache' failed., file_too=false) at console.c:65
#15217 0x0050ae53 in vreal_freelog (level=0, 
message=0x571877 Server bind failed: %s, ap=value optimized out)
at log.c:329

#15218 0x0050b0f6 in real_freelog (level=1106621200, 
message=0x58f0d0 %s) at log.c:342
#15219 0x004831f4 in server_open_socket () at sernet.c:997
#15220 0x0040ae8d in srv_main () at srv_main.c:2117
#15221 0x00404346 in main (argc=3, argv=0x7fff42758548)
at civserver.c:347


Certainly also occur in S2_2.





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[Freeciv-Dev] [bug #14637] Trunk server infinite loop

2009-10-28 Thread pepeto

Update of bug #14637 (project freeciv):

 Summary: Trunk server infinitate loop = Trunk server
infinite loop


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Re: [Freeciv-Dev] Build tests with FullMoon

2009-10-28 Thread Marko Lindqvist
2009/10/27 Goswin von Brederlow goswin-...@web.de:
 Marko Lindqvist cazf...@gmail.com writes:

 I'm also developing (nightly) build tool called fullmoon (
 http://www.cazfi.net/fullmoon/ ). I'm using freeciv building as test
 case for fullmoon. This should benefit both projects. Now I'm nearing
 the point where fullmoon can start sending emails to this mailing list
 about failed nightly builds.

 Does that include running a testgame with just AIs and an observer for
 every client?

 At the moment it's testing only the building.


 - ML

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[Freeciv-Dev] [bug #14639] Auto-selected race are not shown

2009-10-28 Thread pepeto

URL:
  http://gna.org/bugs/?14639

 Summary: Auto-selected race are not shown
 Project: Freeciv
Submitted by: pepeto
Submitted on: mercredi 28.10.2009 à 17:42
Category: general
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 2.2.0

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Details:






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[Freeciv-Dev] [bug #14640] Game over message is not shown in the message box

2009-10-28 Thread pepeto

URL:
  http://gna.org/bugs/?14640

 Summary: Game over message is not shown in the message box
 Project: Freeciv
Submitted by: pepeto
Submitted on: mercredi 28.10.2009 à 17:43
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 2.2.0

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Details:






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[Freeciv-Dev] [patch #1280] add offline events

2009-10-28 Thread pepeto

Follow-up Comment #24, patch #1280 (project freeciv):

I committed my patch by mistake at revision 16236 and 16237.  Should I revert
it or close this one?


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[Freeciv-Dev] [patch #1234] more than one build slot for units

2009-10-28 Thread Matthias Pfafferodt

Follow-up Comment #4, patch #1234 (project freeciv):

 The problem I see is that this makes it rather unpredictable
 how many units will be build. Even if you have 2 or 3 build
 slots that does not mean you will build 2 or 3 units of each
 type. That depends on the surplus of shield. 

This was planned as a possibility to use the production of big cities.
Without this, these cities would accumulate shields with no possibility to
use them. I restricted the possibility to units without population cost so
that you can expect that will happen.

Would a checkbox, which is only active if such a unit is build be OK? Using
the checkbox you could choose if 1,2,3...x units should be (tried to) build
next turn. This would also be the visual indicator for this feature.

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[Freeciv-Dev] [bug #14639] Auto-selected race are not shown

2009-10-28 Thread pepeto

Update of bug #14639 (project freeciv):

  Status:None = Invalid
 Assigned to:None = pepeto 
 Open/Closed:Open = Closed 

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Follow-up Comment #1:

It was just my message options.


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[Freeciv-Dev] [bug #14640] Game over message is not shown in the message box

2009-10-28 Thread pepeto

Update of bug #14640 (project freeciv):

  Status:None = Invalid
 Assigned to:None = pepeto 
 Open/Closed:Open = Closed 

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Follow-up Comment #1:

I was playing as an AI, so there is no bug.


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[Freeciv-Dev] [bug #14641] Get control back when autogame is over

2009-10-28 Thread pepeto

URL:
  http://gna.org/bugs/?14641

 Summary: Get control back when autogame is over
 Project: Freeciv
Submitted by: pepeto
Submitted on: mercredi 28.10.2009 à 18:30
Category: general
Severity: 2 - Minor
Priority: 3 - Low
  Status: Ready For Test
 Assigned to: pepeto
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 2.1.10

___

Details:

In all current branch, you cannot issue any server command when you are
connected to an autogame.  I guess this is correct.  But after the game
ended, there is no reason to don't read our connection request.  Fix
attached.




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File Attachments:


---
Date: mercredi 28.10.2009 à 18:30  Name: trunk_S2_2_S2_1_autogame_over.diff 
Size: 523 o   By: pepeto

http://gna.org/bugs/download.php?file_id=7158

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[Freeciv-Dev] [bug #14637] Trunk server infinite loop

2009-10-28 Thread pepeto

Follow-up Comment #1, bug #14637 (project freeciv):

Here a fix, but this is linked with my accidental commit, so I don't know if
we will revert it or fix over.  Also free the event cache datas.


(file #7159)
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File name: trunk_S2_2_avoid_recursive_log.diff Size:0 KB


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Re: [Freeciv-Dev] [patch #1234] more than one build slot for units

2009-10-28 Thread Goswin von Brederlow
Matthias Pfafferodt no-reply.invalid-addr...@gna.org writes:

 Follow-up Comment #4, patch #1234 (project freeciv):

 The problem I see is that this makes it rather unpredictable
 how many units will be build. Even if you have 2 or 3 build
 slots that does not mean you will build 2 or 3 units of each
 type. That depends on the surplus of shield. 

 This was planned as a possibility to use the production of big cities.
 Without this, these cities would accumulate shields with no possibility to
 use them. I restricted the possibility to units without population cost so
 that you can expect that will happen.

 Would a checkbox, which is only active if such a unit is build be OK? Using
 the checkbox you could choose if 1,2,3...x units should be (tried to) build
 next turn. This would also be the visual indicator for this feature.

What is wrong with building the next unit in the list and possibly
showing the number of turns required as 0 for all but the first of a
set?

And in your mode what would happen if I set it to 3 and it only
completes 2? Would one remain on the list?

MfG
Goswin

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[Freeciv-Dev] [patch #1222] function to access information for different radii

2009-10-28 Thread Matthias Pfafferodt

Follow-up Comment #5, patch #1222 (project freeciv):

rebased to current trunk

(file #7160)
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[Freeciv-Dev] [patch #1235] [Metaticket] variable city radii

2009-10-28 Thread Matthias Pfafferodt

Follow-up Comment #9, patch #1235 (project freeciv):

updated version; changes:

* use ftc_server for notify_player()
* change new city iterator in ./client/tilespec.c

(file #7161)
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[Freeciv-Dev] [patch #1234] more than one build slot for units

2009-10-28 Thread Matthias Pfafferodt

Follow-up Comment #5, patch #1234 (project freeciv):

 What is wrong with building the next unit in the list and
 possibly showing the number of turns required as 0 for all but
 the first of a set?

I think this would be to powerfull (space ship?).

 And in your mode what would happen if I set it to 3 and it
 only completes 2? Would one remain on the list?

As one can estimate the amount of shields available (stock + production) only
the max. number you could reach with the shields available would be active.
This number would further be restricted by the number of build slots.

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[Freeciv-Dev] [patch #1351] Add 'const' flags to predefined ft_color

2009-10-28 Thread pepeto

URL:
  http://gna.org/patch/?1351

 Summary: Add 'const' flags to predefined ft_color
 Project: Freeciv
Submitted by: pepeto
Submitted on: mercredi 28.10.2009 à 20:45
Category: general
Priority: 1 - Later
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: None

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Details:





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File Attachments:


---
Date: mercredi 28.10.2009 à 20:45  Name: trunk_S2_2_const_ft_color.diff 
Size: 5 ko   By: pepeto

http://gna.org/patch/download.php?file_id=7162

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[Freeciv-Dev] [bug #13500] savenames with UTF-8 characters do not work

2009-10-28 Thread pepeto

Update of bug #13500 (project freeciv):

 Assigned to:None = pepeto 


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[Freeciv-Dev] [patch #1280] add offline events

2009-10-28 Thread Matthias Pfafferodt

Follow-up Comment #25, patch #1280 (project freeciv):

I think as it is now committed it should stay. I tested it for two local
players; one disconnects and reconnects one turn later and it is running
fine!

Are options planed to set the number of messages, the number of turn and to
(de)activate chat messages in offline events?

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[Freeciv-Dev] [bug #13679] Autogames with same gameseed mapseed differ

2009-10-28 Thread pepeto

Follow-up Comment #1, bug #13679 (project freeciv):

Does it still occur in current svn?  I didn't observe this.  May it has been
fixed for bug #14415?


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[Freeciv-Dev] [bug #13803] [Patch] Start position cleanup and extension

2009-10-28 Thread pepeto

Follow-up Comment #2, bug #13803 (project freeciv):

Aren't patch #1336, patch #1337 and bug #14574 duplicating this?


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[Freeciv-Dev] [patch #1280] add offline events

2009-10-28 Thread pepeto

Follow-up Comment #26, patch #1280 (project freeciv):

 Are options planed to set the number of messages, the number of
 turn and to (de)activate chat messages in offline events?

Certainly later, but it should be configurable with the server settings. 
Normal users (!= longturn) don't need it.


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Re: [Freeciv-Dev] [patch #1234] more than one build slot for units

2009-10-28 Thread Goswin von Brederlow
Matthias Pfafferodt no-reply.invalid-addr...@gna.org writes:

 Follow-up Comment #5, patch #1234 (project freeciv):

 What is wrong with building the next unit in the list and
 possibly showing the number of turns required as 0 for all but
 the first of a set?

 I think this would be to powerfull (space ship?).

Not a unit and putting 2 space ship components into the list would be
the same as clicking the 2 box in your system. I'm not arguing about
changing what gets build. Just how to account for/coordinat that with
the build list.

I'm perfectly fine with building just one Diplomat if you have a
Diplomat and an Armor in the build list. But if you have 2 Diplomats
and then an Armor and enough shields it should build 2 and remove 2
from the build list.

Lets explain it this way: The unit type build can only be changed once
a turn but it will produce as many units as are queued up and shields
allow.

Diplomat, Armor, Diplomat, Armor takes always = 4 turns.
Diplomat, Diplomat, Armor, Armor takes = 2.
Armor, Coinage builds exactly one armor and coinage the next turn.
Freight will build as many Freights as possible each turn.

 And in your mode what would happen if I set it to 3 and it
 only completes 2? Would one remain on the list?

 As one can estimate the amount of shields available (stock + production) only
 the max. number you could reach with the shields available would be active.
 This number would further be restricted by the number of build slots.

The build list can be long, the city can grow or shrink many times
during that time. You can easily gain or loose build slots as well as
change shield production and shields stored.

Even in the same turn you can disband units and gain more shields that
way and suddenly more slots are able to be filled.

MfG
Goswin

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