[Freeciv-Dev] [bug #19450] Setting of Max rates access player team information before it's set

2012-02-25 Thread Marko Lindqvist
Update of bug #19450 (project freeciv):

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


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[Freeciv-Dev] [patch #3141] Remove statically initialized roads information completely

2012-02-25 Thread Marko Lindqvist
Update of patch #3141 (project freeciv):

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


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[Freeciv-Dev] [patch #3143] Requirement lists for Disasters to happen

2012-02-25 Thread Marko Lindqvist
Update of patch #3143 (project freeciv):

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


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[Freeciv-Dev] [bug #19485] Database has too small field for account creation address if it's IPv6 address

2012-02-25 Thread Marko Lindqvist
Update of bug #19485 (project freeciv):

  Status:   Fixed = Ready For Test 
 Planned Release: 2.3.2, 2.4.0, 2.5.0 = 2.2.8, 2.3.2, 2.4.0,
2.5.0

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Follow-up Comment #4:

Going to commit this one to S2_2 too.

Is there any demand for 2.2.8 release? Having one more even more stable 2.2
release while bugs are still discovered from 2.3 would be nice-to-have, but
making a release would take valuable time from other tasks and if nobody would
use the release...

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[Freeciv-Dev] [patch #3164] Add mapimg2anim to tarball

2012-02-25 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?3164

 Summary: Add mapimg2anim to tarball
 Project: Freeciv
Submitted by: cazfi
Submitted on: Sat 25 Feb 2012 01:48:34 PM EET
Category: bootstrap
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.4.0, 2.5.0

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Details:

Script mapimg2anim is meant for end-users, but it's not even part of tarball.
Most other scripts under scripts/ are development tools that are only needed
by those who work with svn checkout, and thus having them in svn only is
enough.

Attached patch adds mapimg2anim to source tarball at least. While far from
complete solution, it's much better than current situation. It's available to
those who play with source tarball, but it's not installed anywhere by 'make
install'

Evetually we probably should rename it to make it clear that it's a freeciv
tool (when living with all other tools in system directories), and make it
installable with 'make install'.



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File Attachments:


---
Date: Sat 25 Feb 2012 01:48:34 PM EET  Name: DistMapimg2anim.diff  Size: 369B 
 By: cazfi

http://gna.org/patch/download.php?file_id=15222

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[Freeciv-Dev] [bug #19497] S2_3 crashes opening city dialog...

2012-02-25 Thread Jacob Nevins
Follow-up Comment #1, bug #19497 (project freeciv):

Have you got a save file?

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[Freeciv-Dev] [bug #19494] Negative treasury after player_balance_treasury_units_and_buildings()

2012-02-25 Thread Marko Lindqvist
Update of bug #19494 (project freeciv):

  Status:  Ready For Test = In Progress

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Follow-up Comment #4:

Exploded in testing.

There's another caller of sell_random_building() that needs to be adjusted to
these changes too.

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[Freeciv-Dev] [bug #19499] Buildings costing upkeep money not considered for forced selling

2012-02-25 Thread Marko Lindqvist
URL:
  http://gna.org/bugs/?19499

 Summary: Buildings costing upkeep money not considered for
forced selling
 Project: Freeciv
Submitted by: cazfi
Submitted on: Sat 25 Feb 2012 03:29:38 PM EET
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: 

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Details:

Reserving bug #19494 for single bug of constructing cityimpr list with
identical entries, I open separate tickets for other problems I've noticed in
forced sell code.

While list of potential buildings to sell is constructed,
can_city_sell_building() check is used, yet we assume that selling all the
buildings in that list alone always brings treasury to at least zero. What if
there are unsellable buildings with upkeep. They took many, but that cannot be
restored by forced selling them. I can think two cases:
- Wonder with upkeep. Do we support that in the first place, or should we
sanity check rulesets against it?
- City has already sold building this turn. Note that limitation of selling
only one building / turn applies only in construction of the list. If all the
buildings in the city end to the list (city had not sold anything), later loop
to sell buildings is happy to sell them all, not just one / city.




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[Freeciv-Dev] [bug #19497] S2_3 crashes opening city dialog...

2012-02-25 Thread Jordi Negrevernis i Font
Follow-up Comment #2, bug #19497 (project freeciv):

Here you have...

But it's not necessary, it always crashes...

revision r20847 does not have the problem...

i think the problem is in unit.c


(file #15223)
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Additional Item Attachment:

File name: cat7civ13.sav.gz   Size:269 KB


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[Freeciv-Dev] [bug #19497] S2_3 crashes opening city dialog...

2012-02-25 Thread Marko Lindqvist
Follow-up Comment #3, bug #19497 (project freeciv):

I can't reproduce, but this could be because of current state of bug #19447.
Could you test with (new additional) patch in that ticket?

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[Freeciv-Dev] [bug #19494] Negative treasury after player_balance_treasury_units_and_buildings()

2012-02-25 Thread Marko Lindqvist
Update of bug #19494 (project freeciv):

  Status: In Progress = Ready For Test 

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Follow-up Comment #5:

- Fix also city_balance_treasury_buildings()

(file #15224)
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Additional Item Attachment:

File name: BuildEmergSellFix-2.diff   Size:2 KB


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[Freeciv-Dev] [bug #19499] Some buildings costing upkeep money not considered for forced selling

2012-02-25 Thread Marko Lindqvist
Update of bug #19499 (project freeciv):

 Summary: Buildings costing upkeep money not considered for
forced selling = Some buildings costing upkeep money not considered for
forced selling

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Follow-up Comment #1:

 City has already sold building this turn.

Turns out that this is not limitation in list construction phase either.
can_city_sell_building() used returns whether city can ever sell building, it
does not consider if city has already sold this turn.
So at least this part of bug is invalid. It makes sense to discard rule about
selling just one building / city when selling is automatically forced for lack
of upkeep.

My claim that no money is given for forced selling (but only upkeep money
restored) turned out bogus too. This uses do_sell_building() which takes care
of paying the seller.

I wonder if we actually should force the sell only one building / city / turn
here in such a way that player is payed for max one building. Others are lost
due to lack of upkeep, so only money that would have been spent on upkeep
should be returned.

From the reproducible bug my investigation started from it's obvious that such
an rare case can happen. Since selling first building for sensible sum of
money wasn't enough, it was trying to sell more of them (but failed to do so
as it tried with same one due to bug #19494)

So, this bug is down to question how we should handle wonders with upkeep.
Their existence can lead to negative balance, but they are not sold to get
money back. If player has no normal buildings left to sell...

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[Freeciv-Dev] [bug #19467] Ignored requirement ranges for effect Unit_Recover

2012-02-25 Thread Marko Lindqvist
Update of bug #19467 (project freeciv):

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


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[Freeciv-Dev] [bug #19497] S2_3 crashes opening city dialog...

2012-02-25 Thread Jordi Negrevernis i Font
Follow-up Comment #4, bug #19497 (project freeciv):

Yes... with the last patch the problem is gone...

Even though the patch does not apply cleanly...


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[Freeciv-Dev] [bug #19487] Tech loss in ruleset without tech upkeep

2012-02-25 Thread Marko Lindqvist
Update of bug #19487 (project freeciv):

  Status: In Progress = Ready For Test 

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Follow-up Comment #3:

Just clarifying that I consider already posted patch for commit soon. Future
improvements can come later.

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[Freeciv-Dev] [bug #19029] Possible trouble saving/loading players' known territory for player indices =40

2012-02-25 Thread Marko Lindqvist
Follow-up Comment #9, bug #19029 (project freeciv):

- Changed prefix of new entries from kv2 to kvb. It's followed immediately
by a number, and I don't want 2 to appear as first digit of that.

(file #15226)
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Additional Item Attachment:

File name: KnownSaveBitOrder-2.diff   Size:3 KB


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