[Freeciv-Dev] [patch #2206] execute_orders() changes

2013-02-17 Thread pepeto
Follow-up Comment #3, patch #2206 (project freeciv):

 Caravan changes has micromanagement consequences in longturn 
 similar games. Caravans on goto enter cities when turn changes,
 and player is not connected. When (s)he then connects to game
 to handle his/her turn, client does not automatically popup
 those caravans in target cities that have no movement left.
 With current behavior this is just fine. Your proposed change
 requires people to check their every city in case such a unit
 is inside already ready to act.

This is interesting, do you have a link to the ticket which implemented this.
I tested many times with trunk, I couldn't get any caravan popup when
reconnecting. Isn't this already broken?


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[Freeciv-Dev] [bug #20498] Pirate archers alone in the water

2013-02-17 Thread Marko Lindqvist
Update of bug #20498 (project freeciv):

 Planned Release:  2.4.0-beta2, 2.5.0 = 2.4.0, 2.5.0   

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Follow-up Comment #3:

Now I no longer have seen that... there's client side problems while
observing, but those are not so critical.

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[Freeciv-Dev] [patch #2206] execute_orders() changes

2013-02-17 Thread Marko Lindqvist
Follow-up Comment #4, patch #2206 (project freeciv):

By popup I actually meant that the units get focus on their turn.

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[Freeciv-Dev] [patch #2206] execute_orders() changes

2013-02-17 Thread pepeto
Follow-up Comment #5, patch #2206 (project freeciv):

 By popup I actually meant that the units get focus on their
 turn.

I don't understand. I tried many times, I get no caravan-arrival-popup, nor
caravans are not included in the unit focus chain. I testing with current
trunk.

Also, I checked svn logs about caravan or arrival, I didn't find
anything...


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[Freeciv-Dev] [patch #2206] execute_orders() changes

2013-02-17 Thread Marko Lindqvist
Follow-up Comment #6, patch #2206 (project freeciv):

I'm not talking about anything specific to caravans or their arrival. Units
with movement left get focus, units without don't.

Assuming roads, and full 3/3 movement point for both, place one caravan 6
tiles and another 5 tiles away from a city. Set goto to the city for both.
They immediately move to 3  2 tiles away from the city. Log out your client,
let the turn pass (set timeout in server and let it pass), and login back. For
all the units automatically getting focus, press 'space'. Notice that the
caravan with 1/3 movement left gets the focus, and could establish traderoute,
but caravan with 0/3 move left never gets the focus unless you go to search
for it from inside the city.

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[Freeciv-Dev] [patch #2206] execute_orders() changes

2013-02-17 Thread pepeto
Follow-up Comment #7, patch #2206 (project freeciv):

 Notice that the caravan with 1/3 movement left gets the focus,
 and could establish traderoute, but caravan with 0/3 move left
 never gets the focus unless you go to search for it from inside
 the city.

Yes, I notice this *with* and *without* the patch applied. I see no
difference. What am I missing?


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[Freeciv-Dev] [bug #20086] in astr_vadd() [astring.c::164]: assertion '(size_t) -1 != new_len' failed.

2013-02-17 Thread J. M. Gorbach
Follow-up Comment #3, bug #20086 (project freeciv):

Does this patch also solve your problem? 
Yes, problem solve. Thanks!

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[Freeciv-Dev] [patch #2206] execute_orders() changes

2013-02-17 Thread Marko Lindqvist
Follow-up Comment #8, patch #2206 (project freeciv):

Without the patch it's the correct behavior as one does not want to do
anything with the units. But once those units with 0 move could establish
traderoute already this turn, optimal playing requires micromanagement to
search all the cities for caravans who have just arrived and could now be
ordered to establish the traderoute. It gives the edge to those players who
micromanage that way, so everyone is forced to do so.

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[Freeciv-Dev] [patch #2206] execute_orders() changes

2013-02-17 Thread pepeto
Follow-up Comment #9, patch #2206 (project freeciv):

I think I now understand what you mean.

I didn't change anything in the current rules. Caravan with 0 moves left
always could establish trade routes (pressing 'r' for example) or help for
wonders.

The only change in this patch is that actions which doesn't require moves left
in the rules (like establishing trade routes, help for wonders, disband) are
not delayed by one turn in the execution of the unit orders.

It additionally ignores if the building the infrastructures which have been
already built by others units.


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[Freeciv-Dev] [bug #20519] Unloading problem in release builds

2013-02-17 Thread Marko Lindqvist
URL:
  http://gna.org/bugs/?20519

 Summary: Unloading problem in release builds
 Project: Freeciv
Submitted by: cazfi
Submitted on: Sun 17 Feb 2013 12:02:26 PM EET
Category: general
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: 2.4.0, 2.5.0

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Details:

Functionality to remove cargo from the list of transporter's transported units
is inside fc_assert() so it won't happen at all when asserts are disabled.

Fix attached

I'm worried. The fact that there's some such cases of functionality inside
fc_assert() indicates that someone has not been aware of its dangers and could
have made same mistake in many places.
I'll see if CodingStyle needs updating in this respect.



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File Attachments:


---
Date: Sun 17 Feb 2013 12:02:26 PM EET  Name: ReleaseTransportedList.patch 
Size: 904B   By: cazfi

http://gna.org/bugs/download.php?file_id=17234

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[Freeciv-Dev] [bug #20086] in astr_vadd() [astring.c::164]: assertion '(size_t) -1 != new_len' failed.

2013-02-17 Thread pepeto
Update of bug #20086 (project freeciv):

  Status:None = In Progress
 Assigned to:None = pepeto 
 Planned Release: = 2.4.0, 2.5.0   


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[Freeciv-Dev] [bug #20519] Unloading problem in release builds

2013-02-17 Thread Jacob Nevins
Follow-up Comment #1, bug #20519 (project freeciv):

(Bug #20084 was a previous, very similar instance of this problem.)

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[Freeciv-Dev] [bug #20084] Unloading transports impossible on NDEBUG builds

2013-02-17 Thread Jacob Nevins
Follow-up Comment #4, bug #20084 (project freeciv):

The story continues in bug #20519...

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[Freeciv-Dev] [patch #2206] execute_orders() changes

2013-02-17 Thread Marko Lindqvist
Follow-up Comment #10, patch #2206 (project freeciv):

Oh, sorry for the noise then.

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[Freeciv-Dev] [patch #3711] Caravan popups as part of unit focus queue?

2013-02-17 Thread Jacob Nevins
URL:
  http://gna.org/patch/?3711

 Summary: Caravan popups as part of unit focus queue?
 Project: Freeciv
Submitted by: jtn
Submitted on: Sun Feb 17 10:23:00 2013
Category: client
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

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Details:

Following on from discussion in patch #2206:

In general, it does feel like we need a new workflow for caravan orders (and
maybe other things like diplomat actions).

Having the popup occur in the flurry of turn-change activities was bad for
various reason (e.g. taking focus, obscuring the action), which is why we have
Pop up caravan actions as an option (r15533
http://svn.gna.org/viewcvs/freeciv?view=revisionrevision=15533), but if you
turn that off it's easy to forget that a caravan is ready.

Commercial CivIV has a fairly forced workflow, where it takes you through
decisions like city production, promotions, and units in some fixed order.
This helps not forget things, but it's still not ideal; if you don't want to
deal with a thing at the point it prompts because you need other information
(you're locked out of seeing all information due to the forced workflow), you
have to cancel and remember to go back and review the thing later.

I wonder if there's scope for putting pending-caravan-decisions on the unit
focus queue, and popping up the caravan dialog whenever focus gets to a unit,
and allowing the usual unit focus keys like W to dismiss the popup
non-permanently (so it will appear again next time the unit comes up)? In this
world, a unit capable of an action would stay on the queue even if it had no
movement points left.

That still doesn't quite fix the case where your first unit after turn change
needs a popup, but you don't want the popup obscuring your view of the
post-turn action -- although it'll help a bit as the popup will naturally pop
up a bit later. Perhaps you want the option of some unobtrusive proxy for the
popup, like a particular modification to the unit icon.

(Obviously having the specify-action-in-advance envisaged by bug #16905 would
also help some players, but it would still be good to have a better workflow
for those not making plans in advance.)




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[Freeciv-Dev] [patch #3712] CodingStyle warning against functioality inside fc_assert()

2013-02-17 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?3712

 Summary: CodingStyle warning against functioality inside
fc_assert()
 Project: Freeciv
Submitted by: cazfi
Submitted on: Sun 17 Feb 2013 12:24:28 PM EET
Category: docs
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.3.5, 2.4.0, 2.5.0

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Details:

CodingStyle seemed to have nothing about how one should not include necessary
functionality inside fc_assert() -family of macros. This patchs adds warning
against it.



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File Attachments:


---
Date: Sun 17 Feb 2013 12:24:28 PM EET  Name: AssertsAndFunctionality.patch 
Size: 736B   By: cazfi

http://gna.org/patch/download.php?file_id=17235

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[Freeciv-Dev] [patch #2206] execute_orders() changes

2013-02-17 Thread Jacob Nevins
Follow-up Comment #11, patch #2206 (project freeciv):

(I started musing here about improvements to the caravan popup workflow, but
really it should be the topic of a separate ticket, so: patch #3711.)

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[Freeciv-Dev] [bug #16905] Goto and do XXX for caravans

2013-02-17 Thread Jacob Nevins
Follow-up Comment #3, bug #16905 (project freeciv):

What should the UI look like here? (I haven't looked at warclient.)

One option: you do a normal path goto (G), only after you finalise it by
clicking on the destination tile, if it's a place you can do an action, it
pops up something looking like the normal caravan popup (only with Your
Caravan Has Arrived text changed, obviously). When you choose an action, then
the orders are committed (you can tell when this happens because the goto line
doesn't disappear until after you dismiss the popup). To get the previous
behaviour, choose Keep Moving.

Once the UI is decided, this is presumably mostly a case of unifying caravan
actions (and maybe also diplomat actions?) with the vocabulary used by unit
orders.
I think the client must already have more or less enough smarts to know what
actions are possible at a given proposed destination tile without reference to
the server?

(If we ever expose more of the power of unit orders, e.g. goto-and-sentry,
goto-and-fortify, I guess that might be combined with this UI.)

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[Freeciv-Dev] [patch #3711] Caravan popups as part of unit focus queue?

2013-02-17 Thread Marko Lindqvist
Follow-up Comment #1, patch #3711 (project freeciv):

Sounds much better than the minimal fix I've been wanting for the case when
player is not logged in during turn change, misses the popups, and never gets
them once (s)he logs in.
Currently caravan either automatically creates traderoute (if target was
non-allied city) or just goes inside the city (if own or allied city).

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[Freeciv-Dev] [bug #20361] Pathfinding may prefer move+attack to simply attacking adjacent target

2013-02-17 Thread pepeto
Update of bug #20361 (project freeciv):

 Planned Release:2.4.0, 2.5.0 = 2.3.5, 2.4.0, 2.5.0

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Follow-up Comment #8:

Attaching better version: consider the last move of the path as a constant
single move when attacking and entering foreigner cities to establish trade
route for getting straighter paths.

In the savegame example, the old behaviour is still possible using waypoints.


(file #17236)
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Additional Item Attachment:

File name: path_finding_dont_leave.diff   Size:2 KB


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[Freeciv-Dev] [bug #20519] Unloading problem in release builds

2013-02-17 Thread pepeto
Follow-up Comment #2, bug #20519 (project freeciv):

It looks like fc_assert_ret() isn't disabled in NDEBUG builts.


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[Freeciv-Dev] [bug #16905] Goto and do XXX for caravans

2013-02-17 Thread Jacob Nevins
Follow-up Comment #4, bug #16905 (project freeciv):

 unifying caravan actions (and maybe also diplomat actions?) with 
 the vocabulary used by unit orders
In fact I see enum unit_orders already has ORDER_BUILD_WONDER and
ORDER_TRADE_ROUTE. So caravans are sorted (but diplomats are not -- I'm not
sure how often you plan diplomat moves that far in advance anyway).

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[Freeciv-Dev] [bug #16905] Goto and do XXX for caravans

2013-02-17 Thread pepeto
Follow-up Comment #5, bug #16905 (project freeciv):

It could also looks like menu items like Go to and Establish trade route
using unit orders. We already have a menu item named Go to and Build
city...


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[Freeciv-Dev] [patch #1483] Add checks in dataio.c

2013-02-17 Thread pepeto
Update of patch #1483 (project freeciv):

  Status:None = Duplicate  
 Open/Closed:Open = Closed 

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Follow-up Comment #3:

After applying patch #3685, patch #3686, patch #3687, patch #3688 patch #3705
and fixing bug #20513, this patch has no more sense.


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[Freeciv-Dev] [patch #3712] CodingStyle warning against functioality inside fc_assert()

2013-02-17 Thread Marko Lindqvist
Follow-up Comment #1, patch #3712 (project freeciv):

Some relevant comment in bug #20519

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[Freeciv-Dev] [patch #3712] CodingStyle warning against functionality inside fc_assert()

2013-02-17 Thread Marko Lindqvist
Update of patch #3712 (project freeciv):

 Summary: CodingStyle warning against functioality inside
fc_assert() = CodingStyle warning against functionality inside fc_assert()


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[Freeciv-Dev] [bug #20519] Unloading problem in release builds

2013-02-17 Thread pepeto
Follow-up Comment #4, bug #20519 (project freeciv):

I agree with you.


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[Freeciv-Dev] [patch #3713] Keyboard-driven goto-and-do-XXX for more XXX

2013-02-17 Thread Jacob Nevins
URL:
  http://gna.org/patch/?3713

 Summary: Keyboard-driven goto-and-do-XXX for more XXX
 Project: Freeciv
Submitted by: jtn
Submitted on: Sun Feb 17 11:09:56 2013
Category: client
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

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Details:

The unit orders system in the network protocol is potentially quite powerful,
allowing a client to express an arbitrary series of moves and other actions.

We have a few common cases exposed in the client, for instance:
* Go to and build city (Shift-B)
* Connect with road/railroad/irrigation

However, there are plenty more that would be useful -- go-to-and-sentry,
go-to-and-fortify, go-to-and-set-homecity, maybe even go-to-and-load.

Inventing unique keystrokes and menu items for all of the combinations that
people would find useful is likely to be impractical -- we're short of
keystrokes already, and the menus are likely to become unwieldy.

We could allow specification of arbitrary commands to terminate a 'G' goto
mode in the client. For instance:
* Go-to-and-sentry: press 'G', point to destination (a line will be drawn),
press 'S': goto mode terminated, and move-followed-by-sentry sent to server.
* Go-to-and-fortify: similarly, 'G', move, 'F'. (Suffers from usual
fortress-vs-fortify confusion, but no worse than before.)

This would increase the problem of knowing what a unit's orders are: if you
middle-click, you see the unit's path, but not what else it's up to. Some
additional icon on tile where a unit is doing something other than a move
could help here. A cheap fix would be to reuse the unit's activity overlay
(yellow 'S' in corner), displaying it at the relevant tile with no associated
unit.
* However, that doesn't catch non-activity actions such as build city.
* Unit activity icons without units may be confusingly far from the affected
path/tile, especially in iso tilesets. Maybe they would ideally be centred on
the tile in this case.
* Also it might be confusing if there's a unit already on the action tile.
* No reason to not also apply this to the connect with road type orders.

This helps power users who've read the documentation, but isn't very
discoverable for new users. It could be made more discoverable by having a Go
to and... submenu with options like Go to and sentry; this would launch
goto mode such that the final click adds the relevant order. As a reminder
which submode you're in, the notation proposed above could be used as a prompt
-- if you've selected go-to-with-sentry, a yellow 'S' follows the end of
line / mouse pointer to remind you what will by default happen when you
click.

This can also be used for caravan actions, since we have keystrokes for
those:
* go-to-and-help-build-wonder: 'G', move, 'W'.
* go-to-and-make-traderoute: 'G', move, 'R'.
** Ambiguous with 'go to and build single road at destination', but I think
that's rare enough that we can live with it. We could even allow Shift+R
(connect with road) to be a valid keystroke in goto mode, enabling this case
and more.
(This would not be a replacement for the more interactive
click-on-destination-popup I propose in bug #16905.)




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[Freeciv-Dev] [bug #16905] Goto and do XXX for caravans

2013-02-17 Thread Jacob Nevins
Follow-up Comment #6, bug #16905 (project freeciv):

Well, yes, but we end up with enormous unwieldy menus and run out of unique
keystrokes pretty quickly by doing that; I'm looking for a solution that can
be keyboard-driven without requiring a unique keystroke for every
combination.

(Obviously this assumes the popup can be keyboard-driven. If it can't
currently, it should be.)

Although... I've had another idea for goto-and-do-XXX without popups, which
would also apply to caravan actions. See patch #3713.

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[Freeciv-Dev] [bug #19841] Fundamentalism fails in classic ruleset

2013-02-17 Thread Jacob Nevins
Follow-up Comment #6, bug #19841 (project freeciv):

Late comment (again, I should really review patches before they're committed,
sorry):

Would it be better to have a section in nationlist.ruleset explicitly listing
all allowed govs in leader titles (and e.g. terrains), rather than having to
specify the delta between the ruleset and the default nationset in each
ruleset's nations.ruleset?

That has the advantage that it's more obvious to the maintainers of the
default nationset what the allowed govs/terrains are -- they need only look at
the single nationlist.ruleset, not reconcile multiple rulesets and wondering
what else is out there; and it's clear to ruleset authors who intend to re-use
the default nationset what sort of ruleset features it expects.

Something like


[ruleset_compatibility]
leader_govs = Anarchy, Despotism, Monarchy, Communism,
Fundamentalism, Republic, Democracy
city_terrains = river, lake, ocean, glacier, desert, forest,
grassland, hills, jungle, mountains, plains, swamp, tundra


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[Freeciv-Dev] [bug #19841] Fundamentalism fails in classic ruleset

2013-02-17 Thread Marko Lindqvist
Follow-up Comment #7, bug #19841 (project freeciv):

 Would it be better to have a section in nationlist.ruleset
 explicitly listing all allowed govs in leader titles (and e.g.
 terrains), rather than having to specify the delta between the
 ruleset and the default nationset in each ruleset's
 nations.ruleset?

Well, yes. Only that it would mean splitting [compatibility] section between
ruleset specific part (warn_city_style) and nationlist.ruleset. But maybe
warn_city_style should be replaced with similar list of city styles anyway.

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[Freeciv-Dev] [bug #20520] player_set_nation() assertions failed

2013-02-17 Thread pepeto
URL:
  http://gna.org/bugs/?20520

 Summary: player_set_nation() assertions failed
 Project: Freeciv
Submitted by: pepeto
Submitted on: dim. 17 févr. 2013 13:20:52 CET
Category: general
Severity: 3 - Normal
Priority: 5 - Normal
  Status: Ready For Test
 Assigned to: pepeto
Originator Email: 
 Open/Closed: Open
 Release: trunk r22341
 Discussion Lock: Any
Operating System: None
 Planned Release: 2.5.0

___

Details:

When trying to change of ruleset, I get:

1: in player_set_nation() [player.c::739]: assertion 'pnation-player == NULL'
failed.
1: Please report this message at http://gna.org/projects/freeciv/
1: in player_set_nation() [player.c::739]: assertion 'pnation-player == NULL'
failed.
1: Please report this message at http://gna.org/projects/freeciv/
1: in player_set_nation() [player.c::739]: assertion 'pnation-player == NULL'
failed.
1: Please report this message at http://gna.org/projects/freeciv/
1: in player_set_nation() [player.c::739]: assertion 'pnation-player == NULL'
failed.
1: Please report this message at http://gna.org/projects/freeciv/
1: in player_set_nation() [player.c::735]: assertion 'pplayer-nation-player
== pplayer' failed.
1: Please report this message at http://gna.org/projects/freeciv/
1: in player_set_nation() [player.c::735]: assertion 'pplayer-nation-player
== pplayer' failed.
1: Please report this message at http://gna.org/projects/freeciv/
1: in player_set_nation() [player.c::739]: assertion 'pnation-player == NULL'
failed.
1: Please report this message at http://gna.org/projects/freeciv/
1: in player_set_nation() [player.c::735]: assertion 'pplayer-nation-player
== pplayer' failed.
1: Please report this message at http://gna.org/projects/freeciv/
1: in player_set_nation() [player.c::739]: assertion 'pnation-player == NULL'
failed.
1: Please report this message at http://gna.org/projects/freeciv/
1: in player_set_nation() [player.c::735]: assertion 'pplayer-nation-player
== pplayer' failed.
1: Please report this message at http://gna.org/projects/freeciv/
1: in player_set_nation() [player.c::739]: assertion 'pnation-player == NULL'
failed.
1: Please report this message at http://gna.org/projects/freeciv/
1: in player_set_nation() [player.c::735]: assertion 'pplayer-nation-player
== pplayer' failed.
1: Please report this message at http://gna.org/projects/freeciv/
1: in player_set_nation() [player.c::739]: assertion 'pnation-player == NULL'
failed.
1: Please report this message at http://gna.org/projects/freeciv/


This is linked with patch #3688, using nation_count() for serialize a NULL
nation to the clients. Unfortunately, player infos are sent many times when
switching ruleset (after nations have been freed and when loading the ruleset
settings). It results that client:nation_count() != server:nation_count() and
produces these errors.

I didn't notice yet, but the NATION type for packet handling is SINT16, so the
attached fix replace nation_count() by NATION_NONE for computing the
PACKET_PLAYER_INFO.




___

File Attachments:


---
Date: dim. 17 févr. 2013 13:20:52 CET  Name: trunk_packet_player_nation.diff 
Size: 630 o   By: pepeto

http://gna.org/bugs/download.php?file_id=17237

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[Freeciv-Dev] [bug #20490] Player owner reconnecting to player while delegate user attached = server assertion failures, crash

2013-02-17 Thread pepeto
Update of bug #20490 (project freeciv):

  Status:None = Confirmed  

___

Follow-up Comment #1:

I can confirm, but it needs a step more :
* pamcakes: /delegate restore


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[Freeciv-Dev] [bug #20490] Player owner reconnecting to player while delegate user attached = server assertion failures, crash

2013-02-17 Thread Jacob Nevins
Follow-up Comment #2, bug #20490 (project freeciv):

Oops, I missed the vital step in my description! Should have been
* ...
* pamcakes: /delegate take Ur-Nammu [herp's player]
* *herp rejoins*
* bad things happen to server
This is the scenario the backtraces come from.

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[Freeciv-Dev] [bug #20490] Player owner reconnecting to player while delegate user attached = server assertion failures, crash

2013-02-17 Thread pepeto
Update of bug #20490 (project freeciv):

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

___

Follow-up Comment #3:

I think the backtrace attached was after herp reconnect. Attached patch that
fix both way to reproduce these bad things.


(file #17238)
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Additional Item Attachment:

File name: connection_delegate_restore.diff Size:0 KB


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[Freeciv-Dev] [bug #20513] dataio.c compiler warnings

2013-02-17 Thread Jacob Nevins
Follow-up Comment #12, bug #20513 (project freeciv):

For the record:
 But I thought that sizeof(long) were equal to 8 bytes on 64 bits 
 computers. 
Not on LLP64 platforms... there's a useful taxonomy of 64-bit data models
http://en.wikipedia.org/wiki/64-bit_computing#64-bit_data_models on
Wikipedia.

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[Freeciv-Dev] [bug #20003] Security advisory

2013-02-17 Thread Jacob Nevins
Follow-up Comment #24, bug #20003 (project freeciv):

(Since this is a security bug: for those watching at home: the post-commit
discussion here spawned a bunch of patches intended to make the low-level
protocol handling more obvious and the endpoints less tolerant of
malformation, e.g. patch #3685, patch #3687. I don't think any new security
issues have been identified as a result of this work?)

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[Freeciv-Dev] [patch #3693] Worker food upkeep less important factor

2013-02-17 Thread Jacob Nevins
Follow-up Comment #3, patch #3693 (project freeciv):

 Needless to say, this patch require rebalancing of _WEIGHTING 
 constants in patch #3692 once again. Otherwise AI builds far 
 too many workers.
Is that a thing that we'll need to do before 2.4.0-beta2, then?

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[Freeciv-Dev] [bug #20521] Government Upkeep_Factor help wrong

2013-02-17 Thread Jacob Nevins
URL:
  http://gna.org/bugs/?20521

 Summary: Government Upkeep_Factor help wrong
 Project: Freeciv
Submitted by: jtn
Submitted on: Sun Feb 17 15:16:48 2013
Category: docs
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: S2_4 r22361
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

Noticed with civ2 ruleset, but will affect others.

In the autogenerated help for civ2 Fundamentalism and Communism we have:
* You pay 2 times normal Food upkeep for your units.
No other government types mention this.

However, the help for Settlers says:
Settlers in a Republic or Democracy require twice as much food per turn, and
in Communist or Fundamentalist societies, three times as much.

And by experiment, this appears to be accurate.

(Incidentally, if we are intentionally shipping rulesets with upkeep 3, it's
not ideal that the upkeep icon can only go up to 2 -- I only noticed this by
hovering over the unit icon to get the upkeep numbers.)

Root cause is that the government help (helptext_government()) cherry-picks
effects that apply to the current government, but doesn't consider effects
that aren't government-specific. The effect structure in civ2/effects.ruleset
looks like:


[effect_base_unit_upkeep]
name  = Upkeep_Factor
value = 1

[effect_communism_unit_upkeep]
name  = Upkeep_Factor
value = 2
reqs   =
{ type, name, range
  Gov, Communism, Player
  OutputType, Food, Local
}

...


So effect_base_unit_upkeep is not taken into account. For many descriptions
that sort of thing doesn't matter, but for Upkeep_Factor which is
multiplicative it's very misleading.

This explains why no help text is seen for Republic/Democracy: the resultant
factor is 1, which isn't seen as worth mentioning.

A fix that would help here would be to explicitly look for and take account of
completely unqualified effects like base_unit_upkeep here.
That doesn't catch more complicated interactions, but most of those would
hopefully be specific enough that it's reasonable to say gov X pays 2x
upkeep and expect the player to know that in condition Y that's a base level
that's modified. (In general, this generated help text will never cope with
all these circumstances; the best we can hope for is to remain silent when
things get complicated.)

(This is with S2_4; haven't checked other branches yet.)




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[Freeciv-Dev] [patch #3693] Worker food upkeep less important factor

2013-02-17 Thread Marko Lindqvist
Follow-up Comment #4, patch #3693 (project freeciv):

 Is that a thing that we'll need to do before 2.4.0-beta2, then?

This alone doesn't seem to give worse balance than original situation, quite
the contrary. The problem arose only when I had seeked better balance with one
patch #3692 version, and both patches worked together to increase number of
Workers built.

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[Freeciv-Dev] [bug #20522] AI assumes all terrain improvement units (F_SETTLERS) cost population?

2013-02-17 Thread Jacob Nevins
URL:
  http://gna.org/bugs/?20522

 Summary: AI assumes all terrain improvement units
(F_SETTLERS) cost population?
 Project: Freeciv
Submitted by: jtn
Submitted on: Sun Feb 17 15:47:07 2013
Category: ai
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: S2_4 r22361
 Discussion Lock: Any
Operating System: Any
 Planned Release: 

___

Details:

While reviewing patch #3693, I noticed that in
contemplate_terrain_improvements(), this code:


  want = (want - unit_food_upkeep(virtualunit) * FOOD_WEIGHTING / 2) * 100
 / (40 + unit_foodbox_cost(virtualunit));


(which runs in the context of F_SETTLERS units, which actually means terrain
improvers) is I think considering units with a population cost.

However, unit_foodbox_cost() doesn't actually look at the unit type; it seems
to assume that any unit it might be called with has a nonzero pop_cost and
thus consume food from the city when created. Clearly this isn't true of
Workers in the default ruleset.

unit_foodbox_cost() seems bogus in other ways (at least on S2_4):
* If passed a non-virtual unit, it returns a fixed cost of 30. (Fortunately it
never is.)
* Asserts pcity != NULL only after use.
* Doesn't consider pop_cost  1.
* (I assume the calculation is not referring to the effect on city food of
actually building the unit -- as far as I can tell, there is none beyond
clipping it, which itself isn't accounted for -- but the marginal amount of
food that will be required to get back to where the city would have been had
it not built the unit.)

If these are real issues, I guess that fixing them is likely to mess up
balance / fudge factors.

(Only checked S2_4.)




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[Freeciv-Dev] [bug #20484] get_virtual_defense_power() assuming TerrainDefense

2013-02-17 Thread Marko Lindqvist
Update of bug #20484 (project freeciv):

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


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[Freeciv-Dev] [bug #20508] Nations functional typo fixes

2013-02-17 Thread Marko Lindqvist
Update of bug #20508 (project freeciv):

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


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[Freeciv-Dev] [bug #20524] Impossible terrain for city name

2013-02-17 Thread anonymous
URL:
  http://gna.org/bugs/?20524

 Summary: Impossible terrain for city name 
 Project: Freeciv
Submitted by: None
Submitted on: Sun Feb 17 21:47:42 2013
Category: rulesets
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.3.3
 Discussion Lock: Any
Operating System: Microsoft Windows
 Planned Release: 

___

Details:

Testing a data/nations/native.ruleset I tried to determine how terrain
conditions actually work, e.g., are special resources such as wheat, fruit, or
gems also supported.  As a quick plausibility check before the tests I started
the cities with...

cities = 
 Oops (glacier), ;test impossible terrain
 [other successfully tested cities without terrain conditions]

...and got Oops as first city, so that test failed.  Therefore I modified
the syntax to...

cities =
 Oops (glacier), ;test impossible terrain
 [other successfully tested cities without terrain conditions] 

...and the implicitly started server hanged.  After some time, while I was
already editing this bug report, the client reported the German version of
sorry, you have to start the server manually.  

Conclusion, the name (conditions) syntax in my first attempt was correct,
but condition (glacier) has no effect.




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[Freeciv-Dev] [bug #20511] omniscient is_square_threatened()

2013-02-17 Thread Marko Lindqvist
Update of bug #20511 (project freeciv):

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


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[Freeciv-Dev] [patch #3695] Native tile to river

2013-02-17 Thread Marko Lindqvist
Update of patch #3695 (project freeciv):

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


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[Freeciv-Dev] [patch #3714] Remove CardinalOnly road flag

2013-02-17 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?3714

 Summary: Remove CardinalOnly road flag
 Project: Freeciv
Submitted by: cazfi
Submitted on: Mon 18 Feb 2013 12:43:48 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

___

Details:

Remove CardinalOnly road type flag as obsolete. Move cost is now determined by
move_mode, and river drawing happens with distinct roadtype River.



___

File Attachments:


---
Date: Mon 18 Feb 2013 12:43:48 AM EET  Name: CardinalOnlyRm.patch  Size: 8kB  
By: cazfi

http://gna.org/patch/download.php?file_id=17241

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[Freeciv-Dev] [patch #3701] Multiple river types

2013-02-17 Thread Marko Lindqvist
Update of patch #3701 (project freeciv):

 Summary: Multiple road types = Multiple river types   

___

Follow-up Comment #1:

- Updated against svn HEAD

(file #17242)
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Additional Item Attachment:

File name: MultiRiverTypes-2.patchSize:7 KB


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[Freeciv-Dev] [bug #20522] AI assumes all terrain improvement units (F_SETTLERS) cost population?

2013-02-17 Thread Marko Lindqvist
Follow-up Comment #1, bug #20522 (project freeciv):

Taking the unit type in to account here would have its problems, though. It's
calculating general UTYF_SETTLERS want, not that of specific unit type. In
theory this want may make it later to build a UTYF_SETTLER unit, but of
different type than virtual one used here.

In somewhat related note it's not necessarily good idea that it's worker want
of the very city used when deciding if worker should be built. The cities that
need workers most probably need other things too (new underdevelopet cities).
Even higher wants may win over quite high worker want, such a city might not
be able to build workers (chicken  egg), and even when it builds workers,
that is away from other important projects. At the same time well-off nearby
city may have no urgent tasks at all, so it could very well build the workers
for the other city to use.

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[Freeciv-Dev] [patch #3715] Threaded AI cities generating Worker task requests

2013-02-17 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?3715

 Summary: Threaded AI cities generating Worker task requests
 Project: Freeciv
Submitted by: cazfi
Submitted on: Mon 18 Feb 2013 04:32:04 AM EET
Category: ai
Priority: 5 - Normal
  Status: In Progress
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.5.0

___

Details:

This proof-of-concept patch adds first real work to threaded AI's subthread.
In the beginning of the player phase, cities evaluate potential worker tasks
in their area, and send best one to the main thread to set for the city. When
workers then have time, they take these tasks.

This still needs a lot of work before it gives as good results as current
model of settlers always looking for job themselves.
- Supports only a few worker tasks, no road or base building
- Assumes that any task it evaluates is possible, i.e., may request impossible
tasks
- Virtually no mutex protection so threads may handle the city simultaneously
leading them to get inconsistent values
- Does not give out values of the tasks. Worker may end working on
almost-zero-value task of one city when nearby city has urgent task.
- Does not care about lenght of the work, only about value of sfinished work



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File Attachments:


---
Date: Mon 18 Feb 2013 04:32:04 AM EET  Name: ThreadedCityRequests.patch  Size:
7kB   By: cazfi

http://gna.org/patch/download.php?file_id=17243

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[Freeciv-Dev] [patch #3716] README.packaging: mention that threaded ai is usable

2013-02-17 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?3716

 Summary: README.packaging: mention that threaded ai is usable
 Project: Freeciv
Submitted by: cazfi
Submitted on: Mon 18 Feb 2013 05:17:24 AM EET
Category: docs
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

___

Details:

As threaded AI now uses default AI, and thus has all the functionality classic
AI does, mention it in README.packaging



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File Attachments:


---
Date: Mon 18 Feb 2013 05:17:24 AM EET  Name: ThreadedDocWorking.patch  Size:
661B   By: cazfi

http://gna.org/patch/download.php?file_id=17244

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