[Freeciv-Dev] [bug #20095] Compilation fails during tolua-5.1

2012-10-04 Thread Marko Lindqvist
Update of bug #20095 (project freeciv):

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


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[Freeciv-Dev] [patch #3528] Remove unused TOLUA_AS_DEPENDENCY

2012-10-04 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?3528

 Summary: Remove unused TOLUA_AS_DEPENDENCY
 Project: Freeciv
Submitted by: cazfi
Submitted on: Thu 04 Oct 2012 05:01:23 PM EEST
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:

Remove unused TOLUA_AS_DEPENDENCY variable.



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File Attachments:


---
Date: Thu 04 Oct 2012 05:01:24 PM EEST  Name: ToluaAsDepRm.patch  Size: 562B  
By: cazfi

http://gna.org/patch/download.php?file_id=16627

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[Freeciv-Dev] [bug #20219] Lua linked against readline even when freeciv configured with --without-readline

2012-10-04 Thread Marko Lindqvist
URL:
  http://gna.org/bugs/?20219

 Summary: Lua linked against readline even when freeciv
configured with --without-readline
 Project: Freeciv
Submitted by: cazfi
Submitted on: Thu 04 Oct 2012 07:24:17 PM EEST
Category: bootstrap
Severity: 3 - Normal
Priority: 5 - Normal
  Status: Ready For Test
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 2.3.3, 2.4.0, 2.5.0

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Details:

Whether lua uses readline does not depend on freeciv configure option
--without-readline. Lua, and consequently freeciv, gets always linked against
readline in linux.

Fix attached



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File Attachments:


---
Date: Thu 04 Oct 2012 07:24:17 PM EEST  Name: LuaReadline.patch  Size: 2kB  
By: cazfi

http://gna.org/bugs/download.php?file_id=16628
---
Date: Thu 04 Oct 2012 07:24:17 PM EEST  Name: LuaReadline-S2_4.patch  Size:
951B   By: cazfi

http://gna.org/bugs/download.php?file_id=16629

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[Freeciv-Dev] [bug #20171] no specials on map after retrying mapseed

2012-10-04 Thread Marko Lindqvist
Update of bug #20171 (project freeciv):

  Status:None = Ready For Test 
 Planned Release: = 2.4.0, 2.5.0   

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Follow-up Comment #1:

First attempt marks resources placed, and that marking is not cleared before
second attempt, causing resource placement code to think everything is ok
already.

Fix attached.


(file #16631)
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Additional Item Attachment:

File name: RetryResources.patches Size:1 KB


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[Freeciv-Dev] [bug #20006] Server option -a help says -D required, but omitting one is not considered error

2012-10-04 Thread Marko Lindqvist
Update of bug #20006 (project freeciv):

Category:None = general
  Status:None = Ready For Test 

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Follow-up Comment #2:

Patch

(file #16632)
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Additional Item Attachment:

File name: FailAuthWithoutDB.patchSize:0 KB


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[Freeciv-Dev] [bug #20024] Inaccurate Message When Space Component Can't Be Built

2012-10-04 Thread Marko Lindqvist
Follow-up Comment #1, bug #20024 (project freeciv):

The idea here is that it's no longer available for the city when Factory has
been sold. It doesn't care at all which requirement is suddenly lacking
(tech, building, wonder, suitable terrain...)

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[Freeciv-Dev] [patch #2422] Prevent building railroad

2012-10-04 Thread Marko Lindqvist
Update of patch #2422 (project freeciv):

  Status:None = Wont Do
 Open/Closed:Open = Closed 

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Follow-up Comment #6:

It should now be possible to prevent building of Railroad on a terrain where
Road building in general is possible in TRUNK by
1) Defining user terrain flag
2) Giving that flag to all terrains where Railroad can be built
3) Make Railroad building require that flag.

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[Freeciv-Dev] [patch #2963] Use ferryboat system for trade

2012-10-04 Thread Marko Lindqvist
Update of patch #2963 (project freeciv):

  Status: In Progress = Ready For Test 

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Follow-up Comment #13:

- Updated agains svn
- Changed the boat requirement checks: 1) Units capable of sea movement
themselves require no boat. 2) Only transported units are considered currently
transported - not units in ocean cities etc

I'll put this version to heavy testing and am going to commit it in this shape
even though some problems remain - it's already a big improvement for AI and
it's unlikely to get any better in short term - leaving improvements to future
tickets.

(file #16633)
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Additional Item Attachment:

File name: ContTrade-3.patch.bz2  Size:6 KB


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[Freeciv-Dev] [patch #3529] Take caravans enroute in the account when deciding if more are needed

2012-10-04 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?3529

 Summary: Take caravans enroute in the account when deciding
if more are needed
 Project: Freeciv
Submitted by: cazfi
Submitted on: Fri 05 Oct 2012 04:39:57 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

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Details:

Currently AI code evaluating caravan value cares about already established
traderoutes when checking if new carvan could create new traderoute (number of
traderoutes less than max). Attached patch makes it to consider also existing
caravans enroute to establish traderoutes.

This version is for TRUNK. I have to test this a bit more to decide if it
could be justified as important bugfix to stable branches. At least in trunk
without this patch cities frequently ended building caravans forever. If
caravans are for some reason unable to reach their destination, they just
stack up and home city keeps on building more and more to make same attempt.



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File Attachments:


---
Date: Fri 05 Oct 2012 04:39:57 AM EEST  Name: CaravansEnroute.patch  Size:
659B   By: cazfi

http://gna.org/patch/download.php?file_id=16634

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[Freeciv-Dev] [patch #3529] Take caravans enroute in the account when deciding if more are needed

2012-10-04 Thread Marko Lindqvist
Follow-up Comment #1, patch #3529 (project freeciv):

- S2_4 version, passed first tests.

(file #16635)
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Additional Item Attachment:

File name: CaravansEnroute-S2_4.patch Size:0 KB


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[Freeciv-Dev] [bug #19800] Server crash after reading multiplayer.serv or civ2.serv

2012-10-04 Thread Marko Lindqvist
Update of bug #19800 (project freeciv):

  Status:None = Ready For Test 

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Follow-up Comment #5:

Patches

(file #16636, file #16637)
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Additional Item Attachment:

File name: GovCountChange.patch   Size:0 KB
File name: GovCountChange-S2_3.patch  Size:0 KB


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[Freeciv-Dev] [bug #19977] Range of trademindist 1-999 is too big for network packet format (UINT8)

2012-10-04 Thread Marko Lindqvist
Update of bug #19977 (project freeciv):

Category:None = general

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Follow-up Comment #7:

Patches

TRUNK: Increase size of trademindist field to 16 bits
S2_3  S2_4: Send based on optional network capability either 8 bit or 16 bit
value.

(file #16638, file #16639, file #16640)
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Additional Item Attachment:

File name: TrademindistSize.patch Size:0 KB
File name: TrademindistSize-S2_3.patchSize:5 KB
File name: TrademindistSize-S2_4.patchSize:5 KB


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[Freeciv-Dev] [bug #19821] [metaticket] Numerous issues with wipe_unit() wiping transporter with cargo

2012-10-04 Thread Marko Lindqvist
Follow-up Comment #2, bug #19821 (project freeciv):

 I believe issues 3, 4, 5, 6 apply on S2_3 as well.

- 5  6 were handled in bug #19823
- 3 is potentially disasterous for custom modpack (e.g., victory condition
going unnoticed)
- 4 Nasty, but hard to fix. Is this regression relative to what version? (I
assume it has been like this for as long as units killed counting has existed)

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[Freeciv-Dev] [bug #20221] Script signal unit_lost not always emitted when unit lost

2012-10-04 Thread Marko Lindqvist
URL:
  http://gna.org/bugs/?20221

 Summary: Script signal unit_lost not always emitted when
unit lost
 Project: Freeciv
Submitted by: cazfi
Submitted on: Fri 05 Oct 2012 07:05:14 AM EEST
Category: general
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 2.3.3, 2.4.0, 2.5.0

___

Details:

bug #19821 mentions (3) that unit_lost signal is not emitted in case of unit
being lost with its transport.
That's not the only place where server_remove_unit() is called without
emitting the signal. All callers should be checked (signal emitting
potentially moved in to server_remove_unit()).




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[Freeciv-Dev] [bug #19821] [metaticket] Numerous issues with wipe_unit() wiping transporter with cargo

2012-10-04 Thread Marko Lindqvist
Follow-up Comment #3, bug #19821 (project freeciv):

3 is now bug #20221 concerning all cases where unit is lost without signal
being emitted.

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[Freeciv-Dev] [patch #3523] Start page updated

2012-10-04 Thread Marko Lindqvist
Update of patch #3523 (project freeciv):

  Status:None = Ready For Test 
 Planned Release: = 2.5.0  

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Follow-up Comment #1:

- Replaced #includes with simple class forward declarations when possible
- Comment typofix

Qt-client does not work (with or without this patch) on this computer at the
moment, so I've not yet tested this patch at all.

(file #16641)
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Additional Item Attachment:

File name: QtStartPage-2.patch.bz2Size:8 KB


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