[Freeciv-Dev] [patch #3377] Update tutorial savegame format
Follow-up Comment #1, patch #3377 (project freeciv): Any volunteers? I applied the patch, but... tutorial.sav don't start in map_init_topology() [map.c::332]: assertion 'MAP_WIDTH = MAP_MIN_LINEAR_SIZE' failed. Segnalare questo messaggio a http://gna.org/projects/freeciv/ in map_init_topology() [map.c::333]: assertion 'MAP_HEIGHT = MAP_MIN_LINEAR_SIZE' failed. Segnalare questo messaggio a http://gna.org/projects/freeciv/ in create_start_positions() [startpos.c::399]: assertion 'player_count() = sum' failed. Segnalare questo messaggio a http://gna.org/projects/freeciv/ The server couldn't allocate starting positions. Failed to create suitable map, retrying with another mapseed in map_init_topology() [map.c::332]: assertion 'MAP_WIDTH = MAP_MIN_LINEAR_SIZE' failed. Segnalare questo messaggio a http://gna.org/projects/freeciv/ in map_init_topology() [map.c::333]: assertion 'MAP_HEIGHT = MAP_MIN_LINEAR_SIZE' failed. Segnalare questo messaggio a http://gna.org/projects/freeciv/ in create_start_positions() [startpos.c::399]: assertion 'player_count() = sum' failed. Segnalare questo messaggio a http://gna.org/projects/freeciv/ The server couldn't allocate starting positions. Cannot create suitable map with given settings. Segnalare questo messaggio a http://gna.org/projects/freeciv/ I tried with british-isles-85x80-v2.80.sav (edit by hand) and start without problem. (file #16018) ___ Additional Item Attachment: File name: british-isles-85x80-v2.80.sav.gz Size:3 KB ___ Reply to this item at: http://gna.org/patch/?3377 ___ Messaggio inviato con/da Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #19898] '/delegate take' doesn't check that target player has actually been delegated to this user
Update of bug #19898 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?19898 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #19633] Editor item lists open tiny
Update of bug #19633 (project freeciv): Status: Confirmed = Ready For Test Assigned to:None = cazfi ___ Reply to this item at: http://gna.org/bugs/?19633 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3377] Update tutorial savegame format
Follow-up Comment #2, patch #3377 (project freeciv): I applied the patch, but... tutorial.sav don't start Which branch you used? It should be compatible with current freeciv TRUNK. (One would assume that freeciv would right-out refuse to load savegame in newer format than what it understands) ___ Reply to this item at: http://gna.org/patch/?3377 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3377] Update tutorial savegame format
Follow-up Comment #3, patch #3377 (project freeciv): (One would assume that freeciv would right-out refuse to load savegame in newer format than what it understands) Right now it doesn't (for savegame2), it emits a warning and ploughs on regardless. ___ Reply to this item at: http://gna.org/patch/?3377 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3377] Update tutorial savegame format
Follow-up Comment #4, patch #3377 (project freeciv): Which branch you used? It should be compatible with current freeciv TRUNK. I use rev. 21469 ___ Reply to this item at: http://gna.org/patch/?3377 ___ Messaggio inviato con/da Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #19908] URL scrub
URL: http://gna.org/bugs/?19908 Summary: URL scrub Project: Freeciv Submitted by: jtn Submitted on: Sun Jul 8 12:04:37 2012 Category: docs Severity: 3 - Normal Priority: 5 - Normal Status: In Progress Assigned to: jtn Originator Email: Open/Closed: Open Release: Discussion Lock: Any Operating System: Any Planned Release: 2.2.8,2.3.3,2.4.0,2.5.0 ___ Details: Quick grep through the URLs in Freeciv svn and sorting some of them out: * Code still suggested getting soundsets from ftp.freeciv.org * Fix a couple of broken URLs elsewhere * Standardise on www.freeciv.org for wiki links (currently redirects to wikia) ___ Reply to this item at: http://gna.org/bugs/?19908 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #19908] URL scrub
Update of bug #19908 (project freeciv): Status: In Progress = Ready For Test ___ Additional Item Attachment: File name: trunk-S2_4-urlscrub.patch Size:10 KB File name: S2_3-urlscrub.patchSize:12 KB File name: S2_2-urlscrub.patchSize:7 KB ___ Reply to this item at: http://gna.org/bugs/?19908 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3377] Update tutorial savegame format
Follow-up Comment #5, patch #3377 (project freeciv): I tried with british-isles-85x80-v2.80.sav (edit by hand) and start without problem. I made a mistake... British map doesn't start. Measure isn't 85x80, but 73x81. I applied the patch, but... tutorial.sav doesn't start. I added a minimap at the bottom of tutorial.sav t000= t001=gggg t002=gggg t003= t004= t005= t006= t007= n000= n001= n002= n003= n004= n005= n006= n007= but same output. ___ Reply to this item at: http://gna.org/patch/?3377 ___ Messaggio inviato con/da Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [task #7605] Data Export #42 (task)
Update of task #7605 (project freeciv): Status:None = Done Open/Closed:Open = Closed ___ Follow-up Comment #2: OK, finished playing now. Export looks like it plausibly contains all fields, history, etc, should we ever need to reconstruct it. ___ Reply to this item at: http://gna.org/task/?7605 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3377] Update tutorial savegame format
Follow-up Comment #6, patch #3377 (project freeciv): By applying the patch I can reproduce myself. Will investigate. ___ Reply to this item at: http://gna.org/patch/?3377 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #19905] rapid middle click can orphan tooltip
Update of bug #19905 (project freeciv): Planned Release: = 2.4.0,2.5.0 ___ Follow-up Comment #1: As a gtk3 bug, setting a release target of 2.4.0 for now (it seems unlikely to be trunk-specific). ___ Reply to this item at: http://gna.org/bugs/?19905 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3377] Update tutorial savegame format
Follow-up Comment #7, patch #3377 (project freeciv): - Fixed map size settings (file #16022) ___ Additional Item Attachment: File name: TutorialUp-2.patch Size:8 KB ___ Reply to this item at: http://gna.org/patch/?3377 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3368] Update contact information in About Freeciv help
Update of patch #3368 (project freeciv): Status:None = Ready For Test ___ Follow-up Comment #1: No-one? Attached patch adds me. (file #16023) ___ Additional Item Attachment: File name: trunk-S2_4-S2_3-docs-admin-jtn.patch Size:0 KB ___ Reply to this item at: http://gna.org/patch/?3368 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #19909] fcdb options should not be defined/checked by freeciv-server
URL: http://gna.org/bugs/?19909 Summary: fcdb options should not be defined/checked by freeciv-server Project: Freeciv Submitted by: jtn Submitted on: Sun Jul 8 13:08:00 2012 Category: None Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: Discussion Lock: Any Operating System: Any Planned Release: 2.5.0 ___ Details: For the reasons described in bug #19733, it would be better if the server could just pass all the key/value pairs from the --Database file (fc_auth.conf) to the Lua script rather than trying to interpret them itself. This will probably change the Lua interface. ___ Reply to this item at: http://gna.org/bugs/?19909 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3377] Update tutorial savegame format
Follow-up Comment #8, patch #3377 (project freeciv): Applied patch: +mapsize, FULLSIZE, FULLSIZE +size, 1, 1 I don't know, maybe it's my pc, but the same output. Now I use rev. 21471, last change jtn (2012-07-08 11:26:08 +0200). in map_init_topology() [map.c::332]: assertion 'MAP_WIDTH = MAP_MIN_LINEAR_SIZE' failed. Segnalare questo messaggio a http://gna.org/projects/freeciv/ in map_init_topology() [map.c::333]: assertion 'MAP_HEIGHT = MAP_MIN_LINEAR_SIZE' failed. Segnalare questo messaggio a http://gna.org/projects/freeciv/ in create_start_positions() [startpos.c::399]: assertion 'player_count() = sum' failed. Segnalare questo messaggio a http://gna.org/projects/freeciv/ The server couldn't allocate starting positions. Failed to create suitable map, retrying with another mapseed in map_init_topology() [map.c::332]: assertion 'MAP_WIDTH = MAP_MIN_LINEAR_SIZE' failed. Segnalare questo messaggio a http://gna.org/projects/freeciv/ in map_init_topology() [map.c::333]: assertion 'MAP_HEIGHT = MAP_MIN_LINEAR_SIZE' failed. Segnalare questo messaggio a http://gna.org/projects/freeciv/ in create_start_positions() [startpos.c::399]: assertion 'player_count() = sum' failed. Segnalare questo messaggio a http://gna.org/projects/freeciv/ The server couldn't allocate starting positions. Cannot create suitable map with given settings. Segnalare questo messaggio a http://gna.org/projects/freeciv/ ___ Reply to this item at: http://gna.org/patch/?3377 ___ Messaggio inviato con/da Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3377] Update tutorial savegame format
Follow-up Comment #9, patch #3377 (project freeciv): +mapsize, FULLSIZE, FULLSIZE +size, 1, 1 More importantly, below minimum xsize and ysize settings were removed. ___ Reply to this item at: http://gna.org/patch/?3377 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3377] Update tutorial savegame format
Follow-up Comment #10, patch #3377 (project freeciv): More importantly, below minimum xsize and ysize settings were removed. Exactly! Anyway new format is very interesting, great job! ___ Reply to this item at: http://gna.org/patch/?3377 ___ Messaggio inviato con/da Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3383] autosettler choose safe tile to work on
Follow-up Comment #1, patch #3383 (project freeciv): Minor nitpick: In rulesets that introcude some kind of heavily armored unit with Settlers flag we may want that unit to work on a bit threatened tiles too (not so much when it's autosettler for human who can manually override anyway, but when used by AI) ___ Reply to this item at: http://gna.org/patch/?3383 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3383] autosettler choose safe tile to work on
Follow-up Comment #2, patch #3383 (project freeciv): How can we check for that ? Looking at attack_strength / defense_strength ? Can you suggest sane thresholds ? ___ Reply to this item at: http://gna.org/patch/?3383 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #19733] fcdb: server frets about unset --Database config items even when they're not meaningful
Update of bug #19733 (project freeciv): Status:None = Ready For Test ___ Follow-up Comment #1: Attached patch just changes level to log_verbose. Deeper changes punted to bug #19909. (file #16024) ___ Additional Item Attachment: File name: trunk-S2_4-fcdb-file-quell-complaints.patch Size:0 KB ___ Reply to this item at: http://gna.org/bugs/?19733 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3383] autosettler choose safe tile to work on
Follow-up Comment #3, patch #3383 (project freeciv): Oh, is_square_threatened() checks only against land threats. This should also prevent autosettler from going to coastal tile which battleship is just about to sohrebombard. Maybe adv_danger_at() is the function you want to use? It also makes callback to AI code so settler armor check could be implemented there - autosettler for human players would consistently not to enter dangerous tiles (this is *good* thing; consistency for human players, who can anyway order settlers manually if they want). ___ Reply to this item at: http://gna.org/patch/?3383 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3385] fcdb: provide Lua instance with access to game data, signals etc
URL: http://gna.org/patch/?3385 Summary: fcdb: provide Lua instance with access to game data, signals etc Project: Freeciv Submitted by: jtn Submitted on: Sun Jul 8 15:11:41 2012 Category: None Priority: 5 - Normal Status: None Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: ___ Details: It seems to me that much of the potential of the fcdb/luasql system is lost with the current facilities available to the Lua script database.lua. For instance, if it had read access to game data and could receive signals, you could log game/score statistics, etc. (I'm guessing this is the sort of thing book had in mind for Easily extended beyond just auth back in bug #13643?) ___ Reply to this item at: http://gna.org/patch/?3385 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3386] fcdb: move password policy from server to Lua script
URL: http://gna.org/patch/?3386 Summary: fcdb: move password policy from server to Lua script Project: Freeciv Submitted by: jtn Submitted on: Sun Jul 8 15:19:08 2012 Category: None Priority: 5 - Normal Status: None Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: ___ Details: Currently, all of the password policy is buried in the Freeciv server code, but it seems like something a server operator might well want to customise. For instance, the following are hardcoded in is_good_password(): * Minimum length 6 characters * Restrictions on characters to printable and not certain kinds of punctuation * The server can enforce a minimum number of capital or numeric characters, but right now it doesn't and requires a recompile to do so. It seems to me that it would be better to move this sort of policy out from is_good_password() etc into database.lua where it can be customised. (This would mean the script handling plaintext passwords rather than MD5 hashes, but I'm fine with that. The script would probably also need access to a MD5 and possibly other hash functions, but that should be achievable.) (Other aspects like the number of retries -- currently 3 -- could in theory be customisable, but that would require more state in the script.) ___ Reply to this item at: http://gna.org/patch/?3386 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3383] autosettler choose safe tile to work on
Follow-up Comment #4, patch #3383 (project freeciv): Where do I find adv_danger_at() ? Grepping through my tarball does not find anything. ___ Reply to this item at: http://gna.org/patch/?3383 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3383] autosettler choose safe tile to work on
Follow-up Comment #5, patch #3383 (project freeciv): By the way, I did not consider protection against because they might be several tiles away (same as air units). Checking an enlarged radius does not seem to make sense. But you are right - the battleship could already be at the coast waiting for us. ___ Reply to this item at: http://gna.org/patch/?3383 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3386] fcdb: move password policy from server to Lua script
Follow-up Comment #1, patch #3386 (project freeciv): The script would probably also need access to a MD5 and possibly other hash functions, but that should be achievable. Since I've had a quick look: MD5 is not in the Lua standard library, but there's a third-party implementation http://www.keplerproject.org/md5/. However, it also comes with 56bit DES. We don't need it, but if we include it, are we going to start having to faff with export control? We could include it but chop out the DES (and provide a --use-system-lua-md5 for Debianistas). Alternatively we could expose the current C implementation, but that only exists in the server for auth anyway, and getting rid of it would remove a warning (bug #18872). ___ Reply to this item at: http://gna.org/patch/?3386 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3383] autosettler choose safe tile to work on
Follow-up Comment #6, patch #3383 (project freeciv): You're working against a release (of which 2.3.2 is latest)? Autosettlers code has been heavily rarranged to S2_4 (that will become 2.4 release series) and a bit more to current development version (TRUNK). You should provide feature patches against TRUNK. http://freeciv.wikia.com/wiki/Svn ___ Reply to this item at: http://gna.org/patch/?3383 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3387] fcdb: Postgres support for database.lua
URL: http://gna.org/patch/?3387 Summary: fcdb: Postgres support for database.lua Project: Freeciv Submitted by: jtn Submitted on: Sun Jul 8 16:15:51 2012 Category: None Priority: 3 - Low Status: None Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: ___ Details: Our luasql supports Postgres as a backend, but database.lua does not yet. I don't intend to work on this; I'm creating the ticket mainly to rescue Matthias' existing script (previously posted to freeciv-dev http://mail.gna.org/public/freeciv-dev/2011-11/msg00491.html) as a basis for further work. It would at least need reconciling with the existing MySQL/SQLite stuff via the 'backend' parameter (patch #3273). (Thought I raised a ticket for this already, but I can't find it now.) ___ File Attachments: --- Date: Sun Jul 8 16:15:51 2012 Name: database_postgres.lua Size: 7kB By: jtn Matthias Pfafferodt's Postgres-specific database.lua, from 20142126.44185.matthias.pfaffer...@mapfa.de on freeciv-dev http://gna.org/patch/download.php?file_id=16026 ___ Reply to this item at: http://gna.org/patch/?3387 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3383] autosettler choose safe tile to work on
Follow-up Comment #7, patch #3383 (project freeciv): Yes, this patch was made against 2.3.2. Considered this to be a minor change that could go into the next small release. I'll check trunk and will provide a corresponding patch as well. ___ Reply to this item at: http://gna.org/patch/?3383 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3388] fcdb: allow database.lua to set user's cmdlevel, delegation etc
URL: http://gna.org/patch/?3388 Summary: fcdb: allow database.lua to set user's cmdlevel, delegation etc Project: Freeciv Submitted by: jtn Submitted on: Sun Jul 8 17:16:26 2012 Category: None Priority: 5 - Normal Status: None Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: ___ Details: An obvious extension for an authentication database would be to store access levels (cmdlevels) in it. I don't think this is possible with the current fcdb arrangements, however, as database.lua has no way to cause the cmdlevel to be changed. The obvious thing is to give the script access to issue arbitrary server commands such as 'cmdlevel' (assuming we open up the security model per bug #19729). However, at the point where the script is naturally invoked (checking credentials), it's probably not practical to do this, so there'd probably need to be a further callback into Lua once the connection structure was set up and the server could accept further commands. Delegation feels like something that could live in a database, too. However, this applies to players rather than users, so I'm less clear how that would work precisely. Possibly the script would need access to game structures (patch #3385?) ___ Reply to this item at: http://gna.org/patch/?3388 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3383] autosettler choose safe tile to work on
Follow-up Comment #8, patch #3383 (project freeciv): Using adv_danger_at() won't work unless pf_parameter-can_invade_tile is extended to pass the unit struct as argument. A quick look into path_finding.c left me with the impression that this won't work because the calling functions also don't have the unit at hand. Feel free to correct me - I am a novice when it comes to the freeciv code base. ___ Reply to this item at: http://gna.org/patch/?3383 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3383] autosettler choose safe tile to work on
Follow-up Comment #9, patch #3383 (project freeciv): Umh, was your modifications inside settler movement handling (goto)? It was not obvious by simply reading the patch. Anyway, attached is untested patch for settler not to even consider dangerous tiles (and to choose another place instead) (file #16027) ___ Additional Item Attachment: File name: AvoidDangrousSettlerTile.patch Size:0 KB ___ Reply to this item at: http://gna.org/patch/?3383 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #19911] fcdb: database.lua should not be searched for on paths overridable by modpack
URL: http://gna.org/bugs/?19911 Summary: fcdb: database.lua should not be searched for on paths overridable by modpack Project: Freeciv Submitted by: jtn Submitted on: Sun Jul 8 17:55:30 2012 Category: None Severity: 4 - Important Priority: 5 - Normal Status: In Progress Assigned to: jtn Originator Email: Open/Closed: Open Release: Discussion Lock: Any Operating System: Any Planned Release: 2.4.0,2.5.0 ___ Details: Split out from bug #19729: the script database.lua is currently searched for on the same path as data files, but it's too powerful for it to be safe to allow random modpacks to override it. The attached patches (based on file #16014, file #16015, and originally from cazfi) search for it at a single (installed) location. (Compared to the previous patches, these ones update README.fcdb.) ___ Reply to this item at: http://gna.org/bugs/?19911 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3383] autosettler choose safe tile to work on
Follow-up Comment #10, patch #3383 (project freeciv): No, the change was inside autosettler_enter_territory() since this functions seemed to be always called when the settler is moving. If I understand correctly the difference between our patches is that mine considers the full path while yours considers the destination only ? At least, that is what I was trying to achieve. :-) ___ Reply to this item at: http://gna.org/patch/?3383 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3287] fcdb: support SQLite backend out of the box
Update of patch #3287 (project freeciv): Status: In Progress = Ready For Test ___ Follow-up Comment #2: Patches attached, at long last. Apart from the obvious, notable changes: * Database/table creation is via a Lua function (invoked at the server prompt: /lua fcdb sqlite_createdb()) * Don't rely on :numrows() method, as SQLite backend doesn't support it for some reason * Remove MySQL-specific SQL syntax * Update README.fcdb for all this, including strong encouragement to use SQLite for new installations * Non-SQLite stuff: ** MySQL bug fix: 'port' was not honoured ** Don't spew potentially-sensitive SQL queries all over the server logs ** Less chatter at log_normal level ** Some general updates to README.fcdb The S2_4 version additionally mentions this in README.packaging, and encourages packagers to build in SQLite support. (file #16028, file #16029) ___ Additional Item Attachment: File name: trunk-sqlite.patch Size:17 KB File name: S2_4-sqlite.patch Size:18 KB ___ Reply to this item at: http://gna.org/patch/?3287 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #19911] fcdb: database.lua should not be searched for on paths overridable by modpack
Update of bug #19911 (project freeciv): Status: In Progress = Ready For Test Depends on: = patch #3287 ___ Additional Item Attachment: File name: trunk-dbluaLoc-ter.patch Size:4 KB File name: S2_4-dbluaLoc-ter.patchSize:5 KB ___ Reply to this item at: http://gna.org/bugs/?19911 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #19729] luasql (database.lua) threat model unclear, security measures get in the way
Update of bug #19729 (project freeciv): Planned Release: 2.4.0,2.5.0 = 2.5.0 Depends on: = bugs #19911 ___ Follow-up Comment #4: (Perhaps the path change should be in its own ticket, leaving this one for the wider discussion.) I had to update the patch again, so I did create a new ticket: bug #19911. ___ Reply to this item at: http://gna.org/bugs/?19729 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3377] Update tutorial savegame format
Follow-up Comment #11, patch #3377 (project freeciv): See bug #18476: allow to load games without a map (i.e. tutorial)? ___ Reply to this item at: http://gna.org/patch/?3377 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3301] xz compressed tarballs
Follow-up Comment #12, patch #3301 (project freeciv): Any reason not to port the bz2/zip automake changes back to S2_3? They'd save a manual step in future 2.3.x releases. How many more releases you expect from S2_3? Bugfixes flow in quite slowly already. Would we take risks and do work in porting testing .tar.bz2 and .zip creation on S2_3 to save work in just one or two releases? Is automake 1.8 an onerous requirement? It only affects people building from svn or regenerating configure etc. Do these specific changes affect anyone who doesn't actually run make dist? It doesn't matter if user ever actually runs make dist, it's the generating support for it in Makefiles that set the automake requirement. So anyone running autogen.sh would need at least automake 1.8, older ones would error out for unknown init parameter. Strictly speaking our policy is not to bump minimum requirements within release branch after first release. Anyone who has built earlier version from that branch should be able to benefit from bugfixes, most importantly potential security related ones. At the same time I find it rather unlikely that anybody has ever built freeciv S2_3 with automake older than 1.8, which itself is ancient already. Perhaps we're relying on it already? Maybe, it's quite possible that older versions (or even 1.8) doesn't work. Testing that has never been high enough priority in my TODO to get actually done. Nobody has reported build failures... I notice a reference to WANT_AUTOMAKE=1.8 at the top of autogen.sh (labelled as a Gentoo kludge). History of that one should be investigated. It can even be breaking things more than fixing nowadays... In any case it's very old thing, but I'm not sure what automake version it was meant to protect against (what was the default gentoo automake that didn't produce correct results)? Was it upgrade from default automake; use 1.8 instead of 1.6, or downgrade; use 1.8 instead of 1.10? I *do* know that the kludge predates changes that autogen.sh is able to check against multiple tool versions instead of just default one. ___ Reply to this item at: http://gna.org/patch/?3301 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3383] autosettler choose safe tile to work on
Follow-up Comment #11, patch #3383 (project freeciv): Ok, I now see how your patch works. I need to think this one a bit. I see at least five ways to proceed, each with pros and cons. ___ Reply to this item at: http://gna.org/patch/?3383 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3354] Unit type flag prefix F_ - UTF_
Follow-up Comment #2, patch #3354 (project freeciv): I think I'll go for UTYF_ (with possible UCL_ - UCLF_ in the future). ___ Reply to this item at: http://gna.org/patch/?3354 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] [bug #19868] Network protocol documentation
On Fri, 2012-07-06 at 20:28 +0200, Sveinung Kvilhaugsvik wrote: On Thu, Jul 5, 2012 at 10:38 PM, Gilles J. Seguin wrote: And packets.def is having it all. You will find nothing else elsewhere. I found the definitions of bitvectors (used as field types where the defined length of the bitvector decides how many bytes should be read from/written to the network), constants (used to limit the size of some fields), enums (used as field types), functions that (imperatively) describe how to translate various data types to/from the network, etc. This doesn't matter to implementations that use the rest of (the same version of) the Freeciv source code as they get those items there. Other implementations need a way, manually or automatically, to get the information and convert it to a proper format (like source code). i was surprise by the patch. i think you are creating a mess. introspection tool like cscope(or similar) would provide that information more reliably. http://kscope.sourceforge.net/ provide a gui interface. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #19899] AI builds unneeded settlers in late game
Follow-up Comment #1, bug #19899 (project freeciv): I think the problem is deeper than that. I have played peaceful games in v2.3, where AI never enter war (tested by increasing AI love), and soon they stop building settlers to start building workers and other city improvements. I thought the problem could be that AI considers settlers better than workers for terrain improvement. However, I have tried to reduce the cost of the workers, to increase the cost of the settlers, to change the food and upkeep costs, but AI just keep building settlers in v2.4. For example: in my latest game with civ2civ3 over v2.4: turn 220, certain AI nation has 14 cities, 52 settlers, 0 workers, and 9 cities are building new settlers. This never happens with same rules over v2.3. Tell me if I can test something to help find the cause, because this problem is affecting too much the playability of civ2civ3 mod. I'll try to upload some savegames anyway. ___ Reply to this item at: http://gna.org/bugs/?19899 ___ Mensaje enviado vía/por Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3367] A bit playable qt-client
Update of patch #3367 (project freeciv): Status:None = Ready For Test ___ Follow-up Comment #3: I went through the style. I have not yet checked the patch otherwise. There was quite a bit to fix, even if I took relaxed attitude on some details. Some of these things are badly worded in CodigStyle; I'll try to update it a bit after this experience. - From freeciv perspective Qt headers are system headers, so they are included before any freeciv headers - Quite a many places you had forgotten {} around single line if, else, for, while, etc blocks. Even complex for() if singlecommand; else singlecommand; was found - * in front of each comment line in multiline comments does not apply to function headers - There's no space between function name and (. I think your _ ( constructs even break gettext string collection mechanism, so it's a real bug The only functional change I did was addition of translating of most of the new strings - for some that need code restructuring to work properly I just added FIXME comment. (file #16032) ___ Additional Item Attachment: File name: BigQtImpr.patch.bz2Size:17 KB ___ Reply to this item at: http://gna.org/patch/?3367 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #19899] AI builds unneeded settlers in late game
Follow-up Comment #2, bug #19899 (project freeciv): Can you also attach late-game 2.3 savegame where AI does not build settlers. It might become handy to investigate from that direction too - how it works in 2.3 / why it stops building settlers there. ___ Reply to this item at: http://gna.org/bugs/?19899 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #19912] Veteran level names required to be adjectival
Update of bug #19912 (project freeciv): Status: In Progress = Ready For Test ___ Additional Item Attachment: File name: trunk-S2_4-veteran-adjectival.patch Size:0 KB ___ Reply to this item at: http://gna.org/bugs/?19912 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #19850] Move diplomat/spy veteran effects to ruleset
Update of bug #19850 (project freeciv): Status:None = Ready For Test Assigned to:None = jtn Depends on: = bugs #19912 ___ Follow-up Comment #4: Patch attached. * Effect is just the power_facts of the two units subtracted from each other. So a 110% attacker vs a 100% defender has a +10% chance of winning. * I've patched up the existing rulesets to have S2_3 behaviour rather than previous-S2_4 behaviour, since there was never more than 1% in it anyway with these rulesets. * On trunk, alien should behave as before; civ2civ3 was similar to classic and takes the new names. * Custom level names for classic/multiplayer/experimental/civ2civ3 (not civ1/civ2/alien): ** Diplomat: attaché/secretary/envoy/ambassador ** Spy: informant/agent/handler/spymaster (file #16034, file #16035) ___ Additional Item Attachment: File name: trunk-diplomat-veterancy-from-ruleset.patch Size:11 KB File name: S2_4-diplomat-veterancy-from-ruleset.patch Size:9 KB ___ Reply to this item at: http://gna.org/bugs/?19850 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3389] Use advisors, not default ai, dangerous tile detection for human players
URL: http://gna.org/patch/?3389 Summary: Use advisors, not default ai, dangerous tile detection for human players Project: Freeciv Submitted by: cazfi Submitted on: Mon 09 Jul 2012 12:56:09 AM EEST Category: ai 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 ___ Details: Default AI overrides advisors dangerous tile detection for all players. Attached patch makes human players to use advisors code. There should be no functional change as both advisors and default ai dangerous tile detection should give same result for human players. ___ File Attachments: --- Date: Mon 09 Jul 2012 12:56:10 AM EEST Name: AdvDangTile.patch Size: 1kB By: cazfi http://gna.org/patch/download.php?file_id=16036 ___ Reply to this item at: http://gna.org/patch/?3389 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #19913] Unit veteran level can exceed new type's maximum on upgrade
URL: http://gna.org/bugs/?19913 Summary: Unit veteran level can exceed new type's maximum on upgrade Project: Freeciv Submitted by: jtn Submitted on: Sun Jul 8 23:18:29 2012 Category: None Severity: 3 - Normal Priority: 5 - Normal Status: In Progress Assigned to: jtn Originator Email: Open/Closed: Open Release: 2.3.2 Discussion Lock: Any Operating System: Any Planned Release: 2.3.3,2.4.0,2.5.0 ___ Details: If upgrading a highly-veteran unit to a type with a veteran system with fewer levels, there's nothing to clip the unit's veteran level to the bounds of the new system (unless the new system is F_NO_VETERAN). Need to decide which happens first: clipping or {autoupgrade,upgrade}_veteran_loss. I'm inclined to be stingy and clip first. ___ Reply to this item at: http://gna.org/bugs/?19913 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3367] A bit playable qt-client
Follow-up Comment #4, patch #3367 (project freeciv): First, I'd like to stress I know very little about Qt. Having said that, after gtk3 client, I have an idea or two that somebody how knows Qt better could adapt. 1. curved line: with cairo, I've done it through cairo_curve_to - AFAICT, in Qt similar effect would be QPainterPath::cubicTo 2. fog - this problem I've sidestepped by CAIRO_OPERATOR_HSL_COLOR (it was extremely lucky that cairo 1.10 added this); unfortunately, I don't see similar operator among CompositionMode enums, but while http://qt.gitorious.org/qt-labs/graphics-dojo/blobs/master/imagetint/imagetint.cpp does something a bit different, it suggests something similar could be done for HSL (though the question would be: can it be done with acceptable performance ?) ___ Reply to this item at: http://gna.org/patch/?3367 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #19899] AI builds unneeded settlers in late game
Follow-up Comment #3, bug #19899 (project freeciv): There's vastly more settlers than places for new cities - something must be wrong with citymap reservations so that AI doesn't realize that new settler would never be able to build a city. ___ Reply to this item at: http://gna.org/bugs/?19899 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #19818] Experimental ruleset: worker veteran system has problems
Update of bug #19818 (project freeciv): Status:None = Ready For Test Assigned to:None = jtn ___ Follow-up Comment #4: I wrote: If you remove [NoVeteran], you run into the problem that Barracks will promote a Worker, which you might not want. Tosh. Barracks already have nreqs for NonMil, so Workers/Engineers won't be built Veteran. Attached patch sorts this out, and gives Engineers the same levels. (I've left Settlers as NoVeteran.) I've toned down the effect (max 1.5x work rate) and arranged that they shouldn't get promoted through combat. The resulting autogenerated help is, unfortunately, a pack of lies: * Will be built as a veteran in cities with appropriate training facilities (see Barracks). * May be promoted after defeating an enemy unit. but that's a matter for other tickets. (file #16037) ___ Additional Item Attachment: File name: trunk-S2_4-experimental-worker-veterancy.patch Size:2 KB ___ Reply to this item at: http://gna.org/bugs/?19818 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #19818] Experimental ruleset: worker veteran system has problems
Update of bug #19818 (project freeciv): Depends on: = bugs #19912 ___ Reply to this item at: http://gna.org/bugs/?19818 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #19913] Unit veteran level can exceed new type's maximum on upgrade
Follow-up Comment #1, bug #19913 (project freeciv): While the S2_3 code behaves the same, it's not really practical to have differing numbers of veteran levels with S2_3's veteran system. However, may as well fix it anyway. ___ Reply to this item at: http://gna.org/bugs/?19913 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #19899] AI builds unneeded settlers in late game
Update of bug #19899 (project freeciv): Category:None = ai Status:None = Ready For Test Planned Release: = 2.4.0, 2.5.0 ___ Follow-up Comment #4: We couldn't send settlers anywhere? Oh, but remember the last time we could! - So, you're a programmer. How fast do you type? - I just wrote one line in 12 hours. (file #16038) ___ Additional Item Attachment: File name: FoundWantZero.patchSize:0 KB ___ Reply to this item at: http://gna.org/bugs/?19899 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3374] Buildable property for road types
Update of patch #3374 (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?3374 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #19088] Put more Windows installer/packaging material under version control
Update of bug #19088 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?19088 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #17440] Update CodingStyle to take C++ files into account
Update of bug #17440 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?17440 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3355] Claim Ocean tiles when suitable tech known
Update of patch #3355 (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?3355 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #19633] Editor item lists open tiny
Update of bug #19633 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?19633 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #19296] fix check for MagickWand (libbzip2)
Follow-up Comment #12, bug #19296 (project freeciv): We want to know if we can link programs together, not if we can run them on build machine. Testing the latter breaks cross-compilation. Attached version of the patch uses AC_LINK_IFELSE() instead of AC_RUN_IFELSE() (file #16039) ___ Additional Item Attachment: File name: MwAcLink.patch Size:0 KB ___ Reply to this item at: http://gna.org/bugs/?19296 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3377] Update tutorial savegame format
Follow-up Comment #12, patch #3377 (project freeciv): Now I use rev. 21480 and tutorial.sav start without errors :) ___ Reply to this item at: http://gna.org/patch/?3377 ___ Messaggio inviato con/da Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev