[Freeciv-Dev] [patch #1831] Unit related AI Interface cleanup

2010-08-14 Thread Marko Lindqvist

Update of patch #1831 (project freeciv):

  Status:None = Done   
 Assigned to:None = cazfi  
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [patch #1840] If destination file name is missing, just default to source name

2010-08-14 Thread Marko Lindqvist

Update of patch #1840 (project freeciv):

  Status:  Ready For Test = Done   
 Assigned to:None = cazfi  
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [patch #1827] README.distributions

2010-08-14 Thread Marko Lindqvist

Update of patch #1827 (project freeciv):

  Status:  Ready For Test = Done   
 Assigned to:None = cazfi  
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [patch #1831] Unit related AI Interface cleanup

2010-08-14 Thread Lavrentij P Berija

Follow-up Comment #3, patch #1831 (project freeciv):

It produces a warning (when trying to compile w/ debugging support):

make[3]: Entering directory `/home/heilkitty/soft/freeciv/trunk/server'
  CC unithand.lo
cc1: warnings being treated as errors
unithand.c: In function 'unit_move_handling':
unithand.c:1348: error: implicit declaration of function
'can_unit_attack_all_at_tile'
make[3]: *** [unithand.lo] Error 1
make[3]: Leaving directory `/home/heilkitty/soft/freeciv/trunk/server'
make[2]: *** [all-recursive] Error 1
make[2]: Leaving directory `/home/heilkitty/soft/freeciv/trunk/server'
make[1]: *** [all-recursive] Error 1
make[1]: Leaving directory `/home/heilkitty/soft/freeciv/trunk'
make: *** [all] Error 2


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[Freeciv-Dev] [patch #1831] Unit related AI Interface cleanup

2010-08-14 Thread Marko Lindqvist

Follow-up Comment #4, patch #1831 (project freeciv):

 unithand.c:1348: error: implicit declaration of function
 'can_unit_attack_all_at_tile' 

That's weird since I cannot reproduce this, nor does the patch add call to
can_unit_attack_all_at_tile or remove include directivies.

Are you sure your source tree is clean Freeciv checkout? Maybe you have parts
of patch #1850 (which makes can_unit_attack_all_at_tile static) left to your
tree?

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[Freeciv-Dev] [patch #1831] Unit related AI Interface cleanup

2010-08-14 Thread Lavrentij P Berija

Follow-up Comment #5, patch #1831 (project freeciv):

Seems so, sorry for the false alarm.

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[Freeciv-Dev] [bug #16421] ./civ -a and NEW_PASSWORD_TYPE

2010-08-14 Thread pepeto

Update of bug #16421 (project freeciv):

  Status:None = Ready For Test 
 Assigned to:None = pepeto 
 Planned Release: = 2.1.12, 2.2.3, 2.3.0   


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[Freeciv-Dev] [patch #1838] Base multiplayer ruleset on Book's rewonder

2010-08-14 Thread pepeto

Follow-up Comment #2, patch #1838 (project freeciv):

Updated patch against current svn.


(file #9814)
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File name: trunk_multiplayer_rewonder2.diff Size:47 KB


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[Freeciv-Dev] [bug #16423] 1: Entry value not recognized: error

2010-08-14 Thread pepeto

URL:
  http://gna.org/bugs/?16423

 Summary: 1: Entry value not recognized:  error
 Project: Freeciv
Submitted by: pepeto
Submitted on: samedi 14.08.2010 à 09:40
Category: rulesets
Severity: 2 - Minor
Priority: 3 - Low
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: trunk
 Discussion Lock: Any
Operating System: None
 Planned Release: 2.3.0

___

Details:

It seems that loading data/default/nation.ruleset causes this error. Here the
a part of the logs:

4: inputfile: opened data/nation/hansa.ruleset ok
4: inputfile: opened (anonymous) ok
4: inputfile: sub-closing data/nation/hansa.ruleset
4: inputfile: sub-closed ok
4: inputfile: opened data/nation/hasinay.ruleset ok
4: inputfile: opened (anonymous) ok
1: Entry value not recognized: 
4: inputfile: sub-closing data/nation/hasinay.ruleset
4: inputfile: sub-closed ok
4: inputfile: opened data/nation/hawaiian.ruleset ok
4: inputfile: opened (anonymous) ok
4: inputfile: sub-closing data/nation/hawaiian.ruleset
4: inputfile: sub-closed ok






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[Freeciv-Dev] [bug #16423] 1: Entry value not recognized: error

2010-08-14 Thread pepeto

Follow-up Comment #1, bug #16423 (project freeciv):

With the following patch I intend to commit:

1: Entry value not recognized: 
  file data/nation/hasinay.ruleset, line 49, pos 11
  looking at: ', '
  included from file data/default/nations.ruleset, line 151



(file #9815)
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File name: trunk_registry_entry_value.diff Size:2 KB


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[Freeciv-Dev] [bug #16423] 1: Entry value not recognized: error

2010-08-14 Thread pepeto

Update of bug #16423 (project freeciv):

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

___

Follow-up Comment #2:

There was an extra comma in the file data/nation/hasinay.ruleset:

Nacachau, 
Nacanish, 
Namidish,, 
Yatasi, 
Naansi, 



(file #9816)
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File name: trunk_hasinay_nation.diff  Size:0 KB


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[Freeciv-Dev] [bug #16411] Global warming nuclear winter may change a tile multiple times

2010-08-14 Thread pepeto

Update of bug #16411 (project freeciv):

  Status:None = Ready For Test 
 Assigned to:None = pepeto 
 Planned Release: = 2.1.12, 2.2.3, 2.3.0   

___

Follow-up Comment #1:

Fixes attached.


(file #9817, file #9818, file #9819)
___

Additional Item Attachment:

File name: trunk_gw_nw_tile_only_once.diff Size:1 KB
File name: S2_2_gw_nw_tile_only_once.diff Size:1 KB
File name: S2_1_gw_nw_tile_only_once.diff Size:1 KB


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[Freeciv-Dev] [bug #16411] Global warming nuclear winter may change a tile multiple times

2010-08-14 Thread pepeto

Follow-up Comment #2, bug #16411 (project freeciv):

Attached compilable fix for S2_1.


(file #9820)
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[Freeciv-Dev] [bug #16410] Default ruleset loaded in server start even if user is going to switch to another ruleset

2010-08-14 Thread pepeto

Update of bug #16410 (project freeciv):

  Status:None = Ready For Test 
 Assigned to:None = pepeto 
 Planned Release: = 2.2.3, 2.3.0   

___

Follow-up Comment #4:

Patch attached which load the rulesets at the end of srv_prepare() only if no
rulesets have been loaded yet.


(file #9821)
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File name: trunk_S2_2_load_rulesets.diff  Size:2 KB


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[Freeciv-Dev] [bug #16410] Default ruleset loaded in server start even if user is going to switch to another ruleset

2010-08-14 Thread HanduMan

Follow-up Comment #5, bug #16410 (project freeciv):

Ouch!

I should have seen that :(

So, if one needs to modify the nations in a custom ruleset, also the
../data/nation folder should be copied to form the basis of the modification.
Thus, my example ruleset would consist of 
../data/myDeafult and
../data/myNation

OK, this was waste of your time but valuable for me as I know more now than
before =)


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[Freeciv-Dev] [bug #16426] Changing terrain to ocean should not clean pollution unconditionally

2010-08-14 Thread HanduMan

URL:
  http://gna.org/bugs/?16426

 Summary: Changing terrain to ocean should not clean
pollution unconditionally
 Project: Freeciv
Submitted by: handuman
Submitted on: Saturday 08/14/10 at 11:15
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.2.2
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

When a polluted tile is transformed (or changed by global warming/nuclear
winter) to ocean, the pollution and fallout is always remowed from the tile.
This is again OK for the default ruleset where oceanic terrains are flagged
with NoPollution. But in a default ruleset the flag may be absent by choise,
and the pollution should not be cleared.




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[Freeciv-Dev] [bug #15945] Impossible to investigate a city twice

2010-08-14 Thread pepeto

Update of bug #15945 (project freeciv):

  Status:None = Ready For Test 

___

Follow-up Comment #3:

Fix attached:
* Can investigate twice.
* Simplified the usage of city::client.info_units_supported and
city::client.info_units_present initialized and freed in the
create_city_virtual() and destroy_city_virtual().
* Removed duplication of the allocation of city::units_supported.


(file #9822)
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File name: trunk_investigate.diff Size:11 KB


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[Freeciv-Dev] [bug #16427] city::units_supported allocated twice

2010-08-14 Thread pepeto

URL:
  http://gna.org/bugs/?16427

 Summary: city::units_supported allocated twice
 Project: Freeciv
Submitted by: pepeto
Submitted on: samedi 14.08.2010 à 11:30
Category: client
Severity: 2 - Minor
Priority: 5 - Normal
  Status: Ready For Test
 Assigned to: pepeto
Originator Email: 
 Open/Closed: Open
 Release: trunk, S2_2, S2_1
 Discussion Lock: Any
Operating System: None
 Planned Release: 2.1.12, 2.2.3

___

Details:

In client side, this variable allocated first in create_city_virtual() is
overwritten in 
handle_city_packet_common(), so the first unit_list is lost for every city.

For trunk, the fix is included in the one for bug #15945.




___

File Attachments:


---
Date: samedi 14.08.2010 à 11:30  Name: S2_2_units_supported_alloc.diff 
Size: 369 o   By: pepeto

http://gna.org/bugs/download.php?file_id=9823
---
Date: samedi 14.08.2010 à 11:30  Name: S2_1_units_supported_alloc.diff 
Size: 393 o   By: pepeto

http://gna.org/bugs/download.php?file_id=9824

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[Freeciv-Dev] [bug #16426] Changing terrain to ocean should not clean pollution unconditionally

2010-08-14 Thread pepeto

Follow-up Comment #1, bug #16426 (project freeciv):

 But in a default ruleset the flag may be absent by choise

Do you mean in a custom ruleset?


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[Freeciv-Dev] [bug #16426] Changing terrain to ocean should not clean pollution unconditionally

2010-08-14 Thread pepeto

Update of bug #16426 (project freeciv):

  Status:None = Confirmed  


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[Freeciv-Dev] [bug #16426] Changing terrain to ocean should not clean pollution unconditionally

2010-08-14 Thread pepeto

Update of bug #16426 (project freeciv):

Category:None = general
  Status:   Confirmed = Ready For Test 
 Assigned to:None = pepeto 
 Planned Release: = 2.2.3, 2.3.0   

___

Follow-up Comment #2:

Fix attached.

I was afraid for the S2_2 branch, because the fix affect the common part.
Then old client could be out of synchronization with the server. Actually,
it's not the case, because this function is called only via
tile_apply_activity() from the client for safe actions (the title of the
menus, and the help text). So committing to S2_2 is ok.


(file #9825)
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File name: trunk_S2_2_tile_change_terrain_dirtiness.diff Size:0 KB


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[Freeciv-Dev] [bug #16399] GLib-GObject-WARNING **: signal name `depressed' is invalid

2010-08-14 Thread pepeto

Update of bug #16399 (project freeciv):

  Status:None = Wont Fix   
 Assigned to:None = pepeto 
 Open/Closed:Open = Closed 

___

Follow-up Comment #1:

Actually, it appears to be a debconf problem, not linked at all with
Freeciv.


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[Freeciv-Dev] [bug #16401] Typos, mostly in new nations

2010-08-14 Thread pepeto

Update of bug #16401 (project freeciv):

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


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[Freeciv-Dev] [bug #16387] attacker can abuse 'go to' to stop pillager

2010-08-14 Thread pepeto

Update of bug #16387 (project freeciv):

  Status:None = Need Info  

___

Follow-up Comment #5:

Could someone confirm or infirm this is a bug? It appears to me to be a
feature of the shuffled player order.


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[Freeciv-Dev] [bug #16384] Ruleset version and Scenario Game

2010-08-14 Thread pepeto

Update of bug #16384 (project freeciv):

  Status:None = Wont Fix   
 Assigned to:None = pepeto 
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [bug #16012] Trunk: Nuu-chah-nulth nation not read

2010-08-14 Thread pepeto

Update of bug #16012 (project freeciv):

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


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[Freeciv-Dev] [bug #16000] Disbanding Units and Peace Treaties

2010-08-14 Thread pepeto

Update of bug #16000 (project freeciv):

Category:None = general
Priority:  5 - Normal = 1 - Later  


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[Freeciv-Dev] [bug #16426] Changing terrain to ocean should not clean pollution unconditionally

2010-08-14 Thread HanduMan

Follow-up Comment #3, bug #16426 (project freeciv):

Do you mean in a custom ruleset?
Yes I do, sorry for the confusion.

I have to disagree with the attached fix, though. The NoPollution flag only
affects pollution, not nuclear fallout. Is it possibly hardcoded that fallout
never hits oceanic tiles?

tile_clear_dirtiness(ptile) clears both pollution and fallout. So, the fix
should go inside it and make only the clearing of pollution dependent on the
NoPollution flag. Unless the fallout is also made to obey the NoPollution
flag or given a flag of it's own. But that would be another issue, woulnd't
it. So, things being as they are at the moment, the fallout should still be
cleared regardless of NoPollution flag.


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[Freeciv-Dev] [bug #16341] Ignore case when sorting players by name

2010-08-14 Thread m

Follow-up Comment #2, bug #16341 (project freeciv):

Nations page

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[Freeciv-Dev] [bug #16426] Changing terrain to ocean should not clean pollution unconditionally

2010-08-14 Thread pepeto

Update of bug #16426 (project freeciv):

  Status:  Ready For Test = Need Info  

___

Follow-up Comment #4:

Seems you need to discuss first 3 points:
1. Does nuclear fallout are considered as pollution as regard to the
_NoPollution_ flag? For me, yes, fallout is a kind of pollution.

2. Should nuclear explosion produce fallout only to land tiles, without any
regards on the terrain flags? For me, no, it's another related bug.

3. If nuclear explosion produces pollution instead of nuclear fallout
(ruleset option), should it check the _NoPollution_ flag or should it ignores
it as now? For me, it should check the flag.


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[Freeciv-Dev] Nation Grouping (was: Re: [patch #1698] Dahomey nation)

2010-08-14 Thread David Lowe
On 13 Aug, 2010, at 12:30 AM, Ann wrote:

 Follow-up Comment #9, patch #1698 (project freeciv):
 
 The term early modern does have a definition, in the sense that it is used
 to refer to the years named in European history.  So in that sense it is not
 open to interpretation: it begins with a break from the past (widespread
 access to books/the Protestant reformation/discovery of the new world), and
 ends with more disruption (French revolution/mass industrialization).
 
 I'm less certain about that modern/contemporary distinction, which I would
 suggest might be dated to the fall of the Berlin wall...but I never studied
 modern history, so I am much less sure of this division.  It may be that it
 is as closely defined in the eyes of modern historians as the term 'early
 modern.'


I'm not going to disagree that early modern is a distinct category to 
professional historians.  My point is that the average Freeciv player [and, 
indeed, even myself] is not sufficiently knowledgable about history to be sure 
exactly what period we are referring to until you defined it for us.  To avoid 
confusion, i suggest we stick to categories that can be clearly delineated.  
The other thing is that historians mostly work with a single timeline on Earth, 
whereas Freeciv more typically deals with planets that don't share our historic 
peculiarities such as the Cold War.

 The problem, of course, with any division which is made, is that the
 divisions are made on the basis of European history (as they already are, to
 some extent).  The more fine-grained the divisions become, the more the
 history of just one region is highlighted.

It is common sense that nations will show variations in technological 
advancement.  Therefore the 'era' can only refer to the most advanced [or, 
perhaps the top of the Bell Curve, i.e. the average].

 On the other hand, more divisions are needed, as the number of nations grows.

?!?  It is not obvious to me more of one necessitates more of the 
other.  Can you explain please?  Also, the only periods that i feel are 
significant in game terms are those that have associated city tilesets: 
Ancient, Medieval, Modern.  Are you suggesting that the artists contribute more 
categories of city tiles?

FWIW, CivIII gets by just fine on four eras: Ancient, Middle Ages, 
Industrial  Modern.  I haven't yet played CivIV, so i can't comment on that.

Sent from my MacBookPro

Please save your burned out bulbs for me -- I'm building a darkroom.
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[Freeciv-Dev] [bug #16418] Crashing Server (update_unit_activities)

2010-08-14 Thread Jacob Nevins

Update of bug #16418 (project freeciv):

Severity:  3 - Normal = 4 - Important  
  Status:None = Ready For Test 
 Assigned to:None = jtn
 Planned Release:   2.2.3 = 2.2.3,2.3.0

___

Follow-up Comment #3:

The AI was creeping past my defences via 
a direct call to unit_activity_handling(); in the savegame it was the
Barbarian Cannon at (72,88) that caused trouble.
Patches attached; I've fixed this up and added some assertions that might
have caught it earlier (and might catch any related issues).
I've run a couple of autogames to completion with this patch in. (My bad for
not running autogames before committing the original pillaging fixes,
although the one autogame I just tried didn't run into the original issue, so
it can't have been bitten that often.)

(file #9826, file #9827)
___

Additional Item Attachment:

File name: S2_2-ai-pillaging-crash.diff   Size:2 KB
File name: trunk-ai-pillaging-crash.diff  Size:2 KB


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[Freeciv-Dev] [bug #16100] Crash in territory_claiming_base()

2010-08-14 Thread Jacob Nevins

Follow-up Comment #11, bug #16100 (project freeciv):

When I commit the fix for bug #16418 I'll close this as duplicate, unless
there are objections -- the cause fits the symptoms. (I'll sort out the
function name separately.)

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[Freeciv-Dev] [bug #16428] AI never builds bases

2010-08-14 Thread Jacob Nevins

URL:
  http://gna.org/bugs/?16428

 Summary: AI never builds bases
 Project: Freeciv
Submitted by: jtn
Submitted on: Saturday 08/14/10 at 17:39
Category: ai
Severity: 3 - Normal
Priority: 1 - Later
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.2.2
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

Or at least, I can't see anywhere in the code where it would, and I don't
recall ever seeing it do so.

In server/settlers.c:evaluate_improvements()[*], in the
activity_type_iterate() it skips over ACTIVITY_BASE with the comment /* This
needs separate implementation. */ (true), but I can't see such an
implementation anywhere.

[*] on S2_2; currently
server/advisors/autosettlers.c:settler_evaluate_improvements() on trunk

(I don't know much about the AI, but I think a good implementation of AI for
bases will be quite tricky, particularly for fortresses:
* Need to consider defense benefits to us of fortress vs risk of an enemy
occupying it and getting the defence bonus
* Need to ensure fortresses are well defended if there's a risk of an enemy
occupying them
* Want to consider border extension effects
etc.)




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[Freeciv-Dev] [bug #16429] Failed sanitycheck.c: Engineers has activity Railroad, but it can't continue at Forest

2010-08-14 Thread Jacob Nevins

URL:
  http://gna.org/bugs/?16429

 Summary: Failed sanitycheck.c: Engineers has activity
Railroad, but it can't continue at Forest
 Project: Freeciv
Submitted by: jtn
Submitted on: Saturday 08/14/10 at 17:42
Category: None
Severity: 3 - Normal
Priority: 1 - Later
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.2.2+
 Discussion Lock: Any
Operating System: GNU/Linux
 Planned Release: 

___

Details:

I was testing my fix for bug #16418 with an autogame and happened to notice
the following scrolling past:


1: Failed sanitycheck.c:538 at srv_main.c:812! (  58,  21) Engineers has
activity Railroad, but it can't continue at Forest

Game saved as
/home/jtn/src/freeciv/2.2-svn3/autogame/freeciv-T0372-Y01905-auto.sav.bz2

1: Failed sanitycheck.c:538 at srv_main.c:2068! (  58,  21) Engineers has
activity Railroad, but it can't continue at Forest

1: Failed sanitycheck.c:538 at srv_main.c:745! (  58,  21) Engineers has
activity Railroad, but it can't continue at Forest


That's bad, right? However, I don't think it can be caused by my patch.

Unfortunately, it doesn't seem deterministic; starting an autogame from
scratch with the same seeds doesn't reproduce it at the right time, and
starting the server with nearby savegames doesn't either. (So I can't _prove_
it's not my fix.)

Attached a few savegames in case anyone else can work out what's going on
here. I have the full set of savegames (but not for long).

(I think (58,21) is the tile south of Shirjan, right on the corner of the
continent, to save searching.)

S2_2 r17751 + patch for bug #16418, with debug enabled.



___

File Attachments:


---
Date: Saturday 08/14/10 at 17:42  Name: freeciv-T0370-Y01903-auto.sav.bz2 
Size: 59kB   By: jtn

http://gna.org/bugs/download.php?file_id=9828
---
Date: Saturday 08/14/10 at 17:42  Name: freeciv-T0371-Y01904-auto.sav.bz2 
Size: 58kB   By: jtn

http://gna.org/bugs/download.php?file_id=9829
---
Date: Saturday 08/14/10 at 17:42  Name: freeciv-T0372-Y01905-auto.sav.bz2 
Size: 61kB   By: jtn

http://gna.org/bugs/download.php?file_id=9830
---
Date: Saturday 08/14/10 at 17:42  Name: freeciv-T0373-Y01906-auto.sav.bz2 
Size: 62kB   By: jtn

http://gna.org/bugs/download.php?file_id=9831

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[Freeciv-Dev] [bug #16430] [debug] Warn if same file specified twice in --debug

2010-08-14 Thread Jacob Nevins

URL:
  http://gna.org/bugs/?16430

 Summary: [debug] Warn if same file specified twice in
--debug
 Project: Freeciv
Submitted by: jtn
Submitted on: Saturday 08/14/10 at 18:02
Category: None
Severity: 2 - Minor
Priority: 5 - Normal
  Status: Ready For Test
 Assigned to: jtn
Originator Email: 
 Open/Closed: Open
 Release: 2.2.2+
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

I wasted a bit of time debugging because I didn't realise you couldn't
usefully specify the same file twice with --debug
4:file.c,100,199:file.c,200,299. Patch attached to warn about this.
(This is only relevant to DEBUG builds. It also turns out it's only relevant
to S2_2, as trunk has a more flexible debug facility, but I've written the
patch now.)



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File Attachments:


---
Date: Saturday 08/14/10 at 18:02  Name: S2_2-debug-dup-filename-warn.diff 
Size: 684B   By: jtn
S2_2 r17751: give error if duplicate filename specified to --debug
http://gna.org/bugs/download.php?file_id=9832

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Re: [Freeciv-Dev] Nation Grouping (was: Re: [patch #1698] Dahomey nation)

2010-08-14 Thread Ann Barcomb
Could we maybe start a patch, or discussion board discussion of this?
That would allow others who haven't previously expressed an interest
to join in.

 Ann
 David

 On the other hand, more divisions are needed, as the number of nations grows.
   ?!?  It is not obvious to me more of one necessitates more of the 
 other.  Can you explain please?  Also, the only periods that i feel are 
 significant in game terms are those that have associated city tilesets: 
 Ancient, Medieval, Modern.  Are you suggesting that the artists contribute 
 more categories of city tiles?

This is just my personal feeling.

I consider the time periods not in terms of tilesets, but in terms
of categorization, similar to the continent grouping, which has no
impact on tileset, but is used to help someone find the nation that
they are looking for.

Thus, as the number of nations grows, it becomes more difficult to
find the nation you're looking for if you maybe don't remember the 
name but do want to reduce the scope of your search through the
use of categories.  Of course making more time-related categories
is simply one solution to that problem; making it possible to search
the descriptions would be another solution.  It would be equally possible
to categorize countries on the basis of the colours which are present
in the flag.

I haven't studied the code much, however, so I don't know if the time
periods have some other impact.  From the earlier comment by mixcoatl,
I got the impression that random opponents were chosen from the same
time period.  If time periods have more of a meaning than I think, it
could be nice to expand them in order to be clearer about conflicting
nations.

For me it's just about being able to search through a smaller subset,
however.

- A

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Re: [Freeciv-Dev] Nation Grouping (was: Re: [patch #1698] Dahomey nation)

2010-08-14 Thread Daniel Markstedt
On Sat, Aug 14, 2010 at 9:55 AM, Ann Barcomb a...@domaintje.com wrote:
 Could we maybe start a patch, or discussion board discussion of this?
 That would allow others who haven't previously expressed an interest
 to join in.

 Ann

 David

 On the other hand, more divisions are needed, as the number of nations
 grows.

        ?!?  It is not obvious to me more of one necessitates more of the
 other.  Can you explain please?  Also, the only periods that i feel are
 significant in game terms are those that have associated city tilesets:
 Ancient, Medieval, Modern.  Are you suggesting that the artists contribute
 more categories of city tiles?

 This is just my personal feeling.

 I consider the time periods not in terms of tilesets, but in terms
 of categorization, similar to the continent grouping, which has no
 impact on tileset, but is used to help someone find the nation that
 they are looking for.

 Thus, as the number of nations grows, it becomes more difficult to
 find the nation you're looking for if you maybe don't remember the name but
 do want to reduce the scope of your search through the
 use of categories.  Of course making more time-related categories
 is simply one solution to that problem; making it possible to search
 the descriptions would be another solution.  It would be equally possible
 to categorize countries on the basis of the colours which are present
 in the flag.


One idea that I've had for some time is to redesign the UI so that you
can filter nations based on several criteria at once, with a simple
example being African AND Modern. Perhaps by making each group a
checkbox rather than a tab.

 I haven't studied the code much, however, so I don't know if the time
 periods have some other impact.  From the earlier comment by mixcoatl,
 I got the impression that random opponents were chosen from the same
 time period.  If time periods have more of a meaning than I think, it
 could be nice to expand them in order to be clearer about conflicting
 nations.


Yes, the code will pick AI opponent nations based on the 'match' value
for your nation's groups. See nations.ruleset, e.g.:

[ngroup_ancient]
name=_(?nationgroup:Ancient)
match=2
...
[ngroup_american]
name=_(?nationgroup:Asian)
match=0

...which means that if you choose to play as the Chinese (ancient
asian) the code will try to pick other ancient nations but not
necessarily other Asian nations.

 For me it's just about being able to search through a smaller subset,
 however.

 - A


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Re: [Freeciv-Dev] Nation Grouping

2010-08-14 Thread Lavrentij P Berija
On 14.08.2010 23:24, Daniel Markstedt wrote:

 One idea that I've had for some time is to redesign the UI so that you
 can filter nations based on several criteria at once, with a simple
 example being African AND Modern. Perhaps by making each group a
 checkbox rather than a tab.


Maybe, allow searching the nation (e.g. you type chi, UI considers 
Chinese, Chilean, etc)?

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[Freeciv-Dev] [bug #16431] --Ppm colours players 32 randomly

2010-08-14 Thread Jacob Nevins

URL:
  http://gna.org/bugs/?16431

 Summary: --Ppm colours players 32 randomly
 Project: Freeciv
Submitted by: jtn
Submitted on: Saturday 08/14/10 at 18:50
Category: None
Severity: 2 - Minor
Priority: 5 - Normal
  Status: Ready For Test
 Assigned to: jtn
Originator Email: 
 Open/Closed: Open
 Release: trunk
 Discussion Lock: Any
Operating System: None
 Planned Release: 2.3.0

___

Details:

save_ppm() (triggered by the --Ppm server option) hasn't been fully updated
to cope with the expanded player limit on the trunk -- its colour array is
not initialised beyond 32 players, and it's not declared static, so it'll use
uninitialised garbage from the stack for the colours.

Attached is a patch which minimally fixes this by using modular arithmetic
(obviously the resulting colours won't be unique).

(There are other things that could do with being fixed about how save_ppm()
works. How free are we to change the format -- are there still scripts out
there that would need updating if we did?)



___

File Attachments:


---
Date: Saturday 08/14/10 at 18:50  Name: trunk-ppm-many-players.diff  Size:
4kB   By: jtn
trunk r17751: minimal patch for --Ppm to cope better with lots of players
http://gna.org/bugs/download.php?file_id=9833

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[Freeciv-Dev] [bug #16387] attacker can abuse 'go to' to stop pillager

2010-08-14 Thread Jacob Nevins

Follow-up Comment #6, bug #16387 (project freeciv):

It doesn't seem like a bug to me.

With Freeciv in its default concurrent phasemode, you can't rely on a
particular order of things happening on the next turn, as any player can
notionally do anything at any time. However, as I understand it, some
activities are done in a single thread on the server, on behalf of the player
(such as goto); but as alluded to, at the start of a turn, players are
shuffled (shuffle_players()) so that the ordering of these activities between
players nominally can't be predicted, presumably to give some semblance of
fairness. (But if you do get to go first, you get to do *all* your
server-side activities first.)

The randomness of shuffle_players() is controlled by the random seed, which
is recorded in the savegame; thus consistently getting the same result every
time from this savegame.

I've attached a derived example where I've add a unit of P's units which has
movement points and a choice of S's units to attack (unrelated to the
goto/pillage units), to introduce variation into the randomness. I find that
whether or not S's units succeed in pillaging next turn depends on which unit
I attack this turn (but they will then either all succeed in pillaging or all
fail).

Arguably this could be improved upon, but I think it's working as designed
and doesn't constitute an exploit.

I don't think this is the same as bug #14473, which I think is about the
ordering and dependencies between the server-side per-turn activities of a
single player and definitely could use a rework.

(file #9835)
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[Freeciv-Dev] [patch #1854] Improve EFT_DEFEND_BONUS/F_IGWALL/F_BADWALLATTACKER docs in README.effects/comments

2010-08-14 Thread Jacob Nevins

URL:
  http://gna.org/patch/?1854

 Summary: Improve EFT_DEFEND_BONUS/F_IGWALL/F_BADWALLATTACKER
docs in README.effects/comments
 Project: Freeciv
Submitted by: jtn
Submitted on: Saturday 08/14/10 at 22:11
Category: docs
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: jtn
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.2.3,2.3.0

___

Details:

Rescued from bug #16080: some improvements to the documentation of these
features and how the interact, based on a patch by Christophe Vidal kriss.



___

File Attachments:


---
Date: Saturday 08/14/10 at 22:11  Name: S2_2-trunk-defend-bonus-docs.diff 
Size: 3kB   By: jtn
S2_2/trunk r17751: README.effects documentation for quot;wallsquot; effects
http://gna.org/patch/download.php?file_id=9837

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[Freeciv-Dev] [bug #16080] The Great Wall affects all units regardless of whether they're inside cities

2010-08-14 Thread Jacob Nevins

Update of bug #16080 (project freeciv):

 Open/Closed:Open = Closed 
Operating System:   Microsoft Windows = None   

___

Follow-up Comment #11:

This ticket remained open pending a decision about whether to backport to
S2_1. Since no-one's said anything, I think I'm not going to; users may be
sticking with 2.1.x rather than moving to 2.2.x because they're happy with
the gameplay, whether or not it's what was originally intended, or to finish
existing games; this seems like a big gameplay change to drop into a series
that's late in its maintenance cycle.

So I've closed this without fixing on S2_1. I've rescued kriss' original
documentation improvements in patch #1854.

kriss: if you want to go ahead with the Wall-Def rename, you probably want
to raise a new patch ticket for it. I don't know whether we have a policy on
such renames.
I think you'll need to work on the help; for F_IGDEF, Ignores the effects of
defense bonus could be misinterpreted as ignoring _all_ defence bonuses
(e.g., from terrain); you'll need to find a way to marry it up with the
EFT_DEFEND_BONUS and F_BADDEFATTACKER in user-visible terms in the
autogenerated help, or alternatively stop mentioning it at all and rely on
the ruleset-specific help to describe these effects in terms that make sense
for that ruleset. (Neither of the latter two are documented in autogenerated
help currently.)

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[Freeciv-Dev] [bug #15347] Bad drawing and floating point exception with trade route line drawing in SDL client

2010-08-14 Thread Jacob Nevins

Follow-up Comment #10, bug #15347 (project freeciv):

This bug is languishing, and I haven't had time to look at the latest crash.

I've been thinking for a while that it seems a shame to reinvent the wheel
for this. It looks like we already incorporate parts of the SDL_gfx library
http://www.ferzkopp.net/joomla/software-mainmenu-14/4-ferzkopps-linux-software/19-sdlgfx
(client/gui-sdl/SDL_rotozoom.[ch] are from it); and that library also includes
line drawing routines.

Could we use that instead (either updating our copy, or growing an external
dependency on, or both)? Licence is LGPL.

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[Freeciv-Dev] [bug #16108] Server will not start. Games will not start.

2010-08-14 Thread Jacob Nevins

Follow-up Comment #2, bug #16108 (project freeciv):

FWIW, 10065 is WSAEHOSTUNREACH, no route to host.

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[Freeciv-Dev] [bug #15999] Errormessage in news windows

2010-08-14 Thread Jacob Nevins

Follow-up Comment #1, bug #15999 (project freeciv):

10053 is WSAECONNABORTED Software caused connection abort. MS' description
is An established connection was aborted by the software in your host
computer, possibly due to a data transmission time-out or protocol error.

IME it can mean anything from a particular TCP condition (which I can't
remember) to a local network cable being unplugged or a wireless connection
being lost.

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[Freeciv-Dev] [bug #15887] Unit list on sidebar doesn't scale and has non-functional icon

2010-08-14 Thread Jacob Nevins

Follow-up Comment #1, bug #15887 (project freeciv):

The blue arrow was finally made functional by patch #1721.

Some changes have been made to how units are displayed in the sidebar (e.g.,
patch #1722), although there are outstanding issues (see discussion in patch
#1685). I'm not sure all of the points raised here have been addressed, but I
haven't checked.

Try 2.2.2 and see if it's any better for you?

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[Freeciv-Dev] [bug #15683] Buoys inactive on reload of saved game.

2010-08-14 Thread Jacob Nevins

Follow-up Comment #2, bug #15683 (project freeciv):

Might this have been bug #16375?

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[Freeciv-Dev] [bug #15683] Buoys inactive on reload of saved game.

2010-08-14 Thread Jacob Nevins

Follow-up Comment #3, bug #15683 (project freeciv):

Too hasty... on second thoughts, I can't see how it can have been precisely
that.

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[Freeciv-Dev] [bug #16308] Great Wall protects wrong units

2010-08-14 Thread anonymous

Follow-up Comment #5, bug #16308 (project freeciv):

Thank you George. Then I guess the best option for now is to use the Great
Wall effect of default ruleset.

I have noticed another possible bug similar to this one. When I use the
requeriment Special, River, Adjacent in my rulesets, it seems to return
always false, even when the city is placed near or over a river.

This code from effects.ruleset never works (it is supposed to give aqueduct
bonus in cities near rivers):


[effect_aqueduct_river]
name= Size_Adj
value   = 4
reqs=
{ type, name, range
  Special, River, Adjacent
}
nreqs   =
{ type, name, range
  Building, Aqueduct, City
}


I do not open a new topic in case I'm doing something wrong and there is no
bug.

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[Freeciv-Dev] [bug #15559] Client can't connect to its locally started server

2010-08-14 Thread George Koehler

Follow-up Comment #7, bug #15559 (project freeciv):

I have a similar bug using OpenBSD. I am running an old snapshot of OpenBSD
4.5-current.

My server (S2_2 r17748) accepted connections from localhost and from
127.0.0.1, but not from ::1. I found that my server had no IPv6 support,
because configure failed the AF_INET6 check. OpenBSD has AF_INET6, so I fixed
configure and rebuilt my server with IPv6 support.

Now my server, with IPv6 support, accepts connections from localhost and
::1, but not from 127.0.0.1. My server refuses IPv4 connections because
it listens only to IPv6 socket.

* RFC 3493 http://tools.ietf.org/html/rfc3493 specifies that IPv6 socket
may use IPv4 with addresses like :::172.34.5.6.
* Some systems (at least OpenBSD) require IPv6 sockets to use IPv6 only. This
has security reason: IPv4-Mapped Addresses on the Wire Considered Harmful
http://tools.ietf.org/html/draft-itojun-v6ops-v4mapped-harmful-02.
* I have rumours that some versions of Debian, FreeBSD, NetBSD and Microsoft
Windows enable IPV6_V6ONLY by default.
* OpenBSD provides zero ways to disable IPV6_V6ONLY.
* Opinions from internet do range from 'IPV6_V6ONLY on is stupid' to
'IPV6_V6ONLY off is stupid'.

The correct way is to listen to multiple sockets: both IPv4 socket and IPv6
socket. Examples are identd.c
http://www.openbsd.org/cgi-bin/cvsweb/src/libexec/identd/identd.c and
sshd.c http://www.openbsd.org/cgi-bin/cvsweb/src/usr.bin/ssh/sshd.c of
OpenBSD. They use getaddrinfo(3) to get list addresses, create one socket(2)
per address, then poll(2) multiple sockets to listen(2).

I am attaching a patch *p22-listen-plural.diff* for S2_2 that attempts to use
multiple sockets. This might fix bug #15559 and bug #16149.

0 This patch fixes the AF_INET6 configure check. (OpenBSD needs sys/types.h
before sys/socket.h.)
0 This patch replaces the one socket 'sock' with an array 'listen_socks', and
listens to all connections in the array.
0 This patch adds a new bug. The multiple sockets can accept too many
connections, but server_make_connection() in server/sernet.c fails to close
the extra connections.

This patch allows my server to accept all of localhost, ::1 and
127.0.0.1. I will continue to run S2_2 with my patch
*p22-listen-plural.diff* to look for bugs. I would like other players to
check if this patch fixes bug #15559, fixes bug #16149, or breaks platforms
other than OpenBSD.

(file #9838)
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Additional Item Attachment:

File name: p22-plural-listen.diff Size:7 KB


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Re: [Freeciv-Dev] [patch #1850] Server setting to control if unreachable unit protects reachable ones

2010-08-14 Thread David Lowe
On 13 Aug, 2010, at 5:51 AM, Lavrentij P Berija wrote:

 I've made quick'n'dirty patch (which seems to work though) which makes stack
 death rule applied only for reachable units. Maybe it's worth raising a
 thread on forum to decide if this behaviour would be appropriate for players?

It sounds good to me.  About the patches: i assume that File #9809 is 
meant to be applied on top of File #9803, which is meant to be applied to, 
what, the 2.3.0 branch?

Sent from my MacBookPro

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Re: [Freeciv-Dev] [patch #1850] Server setting to control if unreachable unit protects reachable ones

2010-08-14 Thread Lavrentij P Berija
On 15.08.2010 10:13, David Lowe wrote:
 On 13 Aug, 2010, at 5:51 AM, Lavrentij P Berija wrote:


 I've made quick'n'dirty patch (which seems to work though) which makes stack
 death rule applied only for reachable units. Maybe it's worth raising a
 thread on forum to decide if this behaviour would be appropriate for players?
  
   It sounds good to me.  About the patches: i assume that File #9809 is 
 meant to be applied on top of File #9803, which is meant to be applied to, 
 what, the 2.3.0 branch?

 Sent from my MacBookPro

 Press Ctrl-Alt-Del to continue.
Yes.

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