[Freeciv-Dev] [patch #3166] Lua 5.1.5

2012-03-02 Thread Marko Lindqvist
Update of patch #3166 (project freeciv):

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


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[Freeciv-Dev] [patch #3170] Sanity check ruleset road compat_specials

2012-03-02 Thread Marko Lindqvist
Update of patch #3170 (project freeciv):

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


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[Freeciv-Dev] [bug #19488] Gtk3-client packaging still expects binary to be named freeciv-gtk2x

2012-03-02 Thread Marko Lindqvist
Update of bug #19488 (project freeciv):

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


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[Freeciv-Dev] [patch #3178] Max_Trade_Routes effect

2012-03-02 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?3178

 Summary: Max_Trade_Routes effect
 Project: Freeciv
Submitted by: cazfi
Submitted on: Sat 03 Mar 2012 12:53:45 AM EET
Category: general
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.5.0

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Details:

This patch makes maximum number of trade routes city may establish controlled
by an effect. I intentionally left out removal of existing trade routes even
if effect value decreases below current number of max trade routes. This is to
reduce micro-management. User should not be forced to establish same
traderoute again if effect value temporarily dips.
Hard maximum (one that the effect value is clipped to) of trade routes is
increased from 4 to 5.
In all supplied rulesets, except civ1, effect that makes max number of trade
routes always 4 has been added. In civ1 ruleset effect provides maximum of 4
trade routes. I don't know what civ2 ruleset should have. I just assume that
freeciv's traditional number of trade routes, 4, has been inherited from civ2.




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[Freeciv-Dev] [patch #3179] Mixed ACTIVITY_ROAD ACTIVITY_GEN_ROAD build

2012-03-02 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?3179

 Summary: Mixed ACTIVITY_ROAD  ACTIVITY_GEN_ROAD build
 Project: Freeciv
Submitted by: cazfi
Submitted on: Sat 03 Mar 2012 01:06:10 AM EET
Category: general
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.5.0

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Details:

While ACTIVITY_ROAD  ACTIVITY_RAILROAD should be removed completely in the
future, I want to make transitional phase where they exist together with
ACTIVITY_GEN_ROAD as stable as possible - it's probably going to take some
time before we are ready to get rid of ACTIVITY_ROAD  ACTIVITY_RAILROAD.

One rather minor remaining problem in transitional phase would be when both
ACTIVITY_ROAD  ACTIVITY_GEN_ROAD/Road (or ACTIVITY_RAILROAD and
ACTIVITY_GEN_ROAD/Railroad) units work together in the same tile. As activity
count would be counted separately for each, road (or railroad) would finish
only when either activity alone reaches required count. Attached patch makes
ACTIVITY_GEN_ROAD activity count calculation to add also activity count from
ACTIVITY_ROAD or ACTIVITY_RAILROAD depending on road type being built.



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File Attachments:


---
Date: Sat 03 Mar 2012 01:06:10 AM EET  Name:
GenRoadOldRoadBuildCoOperation.diff  Size: 1kB   By: cazfi

http://gna.org/patch/download.php?file_id=15320

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

2012-03-02 Thread Jacob Nevins
Follow-up Comment #11, bug #19029 (project freeciv):

Updated patch attached -- targeted at S2_3 but applies to all branches. (Need
to think further about dropping unnecessary backwards compatibility for S2_4
and trunk before commit.)

I've fixed a memory leak and moved to unsigned ints in more places (the
existing bit-shifting with signed ints is not nice, although probably did the
right thing in practice).

I've added some comments acknowledging that the backwards compatibility mode
deliberately overshifts (and thus invokes undefined behaviour). I'm sure some
tool is going to castigate us for it at some future point, so a comment may
save some head-scratching.

Also, I've tweaked the semantics of the new kvb entries subtly, as suggested
in comment #2: a halfbyte (covering 4 player slots) is only saved/loaded if at
least one of those slots is actually in use. Previously, a game with 4 players
would save/load map-known data for 8 full maps (32 player slots) -- 8x as much
as needed. This should mitigate the increase in save time and save file size
from this workaround, and reduce load times a bit (when loading new-format
games).

(I also said in that comment that the value of lines is too big, wasting
memory, but I can't see what I meant now -- it looks fine to me.)

Strictly, we could avoid bloating savefiles with the kvb stuff entirely for
games of =40 player slots (i.e., most of them), since the existing k format
is OK for such games. But the code for that would be nasty and would
complicate removing backward compatibility in future, so shrug.

A further possible refinement: for games with fog-of-war, it would be possible
to use the information in the player maps instead, per comment #5.
* Pro: for loading existing S2_3 saves, this would avoid relying on the
potentially-platform-dependent undefined behaviour.
* Pro: moving to only saving this information in one place in future savefile
formats would decrease save time/size.
* Con: this would mean that the global known save/load code would only be
exercised in non-fogofwar games, which are not the default. So it could easily
rot.
* Con: player maps are loaded rather later than this known information.
Messing around with the load sequence is fraught -- particularly on a stable
branch -- due to complex dependencies between loading steps.
Conclusion: probably not worth it, so I haven't tried to do this.

Tested with S2_3 with a game with players in slots 0 and 125 (attached):
loaded this old game into a new server, saved it, and loaded that into
both a new server and an old server, checking that both players' known info
is loaded OK and eyeballing the savefiles.
(On x86_64; that doesn't guarantee that backward compatibility works as
expected on Sparc, since we're talking about undefined behaviour here.)

(file #15321, file #15322)
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Additional Item Attachment:

File name: KnownSaveBitOrder-4.diff   Size:7 KB
File name: idx-painted.sav.bz2Size:14 KB


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