[Freeciv-Dev] [bug #19868] Network protocol documentation
Follow-up Comment #7, bug #19868 (project freeciv): Warning: The attached patch breaks building when delta and bool folding is turned off. I suspect #define NAME VALUE /* start of commentn * next line */ may be involved (if NAME is replaced using VALUE /* start of comment but not the line that ends it). I see at http://stackoverflow.com/questions/1510869/does-the-c-preprocessor-strip-comments-or-expand-macros-first/1510919#1510919 that not all versions of the C spec prevent this. Does define count as declared variable in the code style? ___ Reply to this item at: http://gna.org/bugs/?19868 ___ 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 #20535] Road icons in editor are a bit ugly
Update of bug #20535 (project freeciv): Severity: 2 - Minor = 3 - Normal ___ Follow-up Comment #1: a bit? What we currently have is what I managed to get working in order of that icon issue not to block all of gen-road development. It should have been quite straight-forward conversion from old way of producing road icons (=when fixing this, pre-gen-road code might be worth checking for reference) but for some reason it didn't work the same at all. Once the icon is centered, it will probably make sense to draw just one or two of the road segments - currently all are drawn to make sure something gets drawn down from the very top part of the icon. I'm just about to commit patch #3709 what adds icons for river road types. It suffers many of the same problems as existing road icons, but again, let me go forward with river road types. ___ Reply to this item at: http://gna.org/bugs/?20535 ___ 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 #3709] Representative icon of river road type
Update of patch #3709 (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?3709 ___ 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 #20519] Unloading problem in release builds
Update of bug #20519 (project freeciv): Status: Ready For Test = Fixed Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?20519 ___ 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 #19868] Network protocol documentation
Follow-up Comment #9, bug #19868 (project freeciv): False alarm. Turns out that unless delta is enabled building using Werror will fail no matter if the patch is applied or not. ___ Reply to this item at: http://gna.org/bugs/?19868 ___ 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 #20086] in astr_vadd() [astring.c::164]: assertion '(size_t) -1 != new_len' failed.
Update of bug #20086 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?20086 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #20490] Player owner reconnecting to player while delegate user attached = server assertion failures, crash
Update of bug #20490 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?20490 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #20517] Invalid read of size 4 in ruleset reloading cycle
Update of bug #20517 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed Operating System:None = Any ___ Reply to this item at: http://gna.org/bugs/?20517 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #19868] Network protocol documentation
Follow-up Comment #10, bug #19868 (project freeciv): I would suggest for multi-line comment to move the comment before the macro. Thank you for your suggestion. I had to rework the original comments a bit since they now are above and need context. (file #17275) ___ Additional Item Attachment: File name: labelProtoChangesDraft.patch Size:16 KB ___ Reply to this item at: http://gna.org/bugs/?19868 ___ 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 #17354] Client tries to load game in spawned server before requesting hack access
Update of bug #17354 (project freeciv): Assigned to:None = pepeto ___ Reply to this item at: http://gna.org/bugs/?17354 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #2206] execute_orders() changes
Update of patch #2206 (project freeciv): Status: Ready For Test = Done Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?2206 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #2190] Control of registry boolean compability
Update of patch #2190 (project freeciv): Status: Ready For Test = Done Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?2190 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #19943] Initial protocol between trunk and S2_4-or-earlier broken
Update of bug #19943 (project freeciv): Assigned to:None = pepeto Operating System:None = Any ___ Follow-up Comment #12: New version of the patch: * also label PACKET_CONNECT_MSG. Would someone wish to test over patch #3690? (file #17276) ___ Additional Item Attachment: File name: 0001-Make-initial-network-protocol-compatible-with-old-ve.patch Size:20 KB ___ Reply to this item at: http://gna.org/bugs/?19943 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3725] Optimize disabled autoattack case
URL: http://gna.org/patch/?3725 Summary: Optimize disabled autoattack case Project: Freeciv Submitted by: cazfi Submitted on: Wed 20 Feb 2013 12:43:42 PM 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: Check against disabled autoattack (default!) is made only in deep in the iteration of autoattackers. Each unit is not selected to the list of autoattackers when autoattack is disabled, leaving the constructed list empty. All the autoattack stuff is executed even when autoattack is disabled, empty list just makes sure no unit actually attacks. Attached patch moves check for autoattack setting out of the loop, and no autoattack code is executed when it's disabled. Targeting to TRUNK only just to be extra safe - there's always a chance I missed some side-effect that should happen even when autoattack disabled. ___ File Attachments: --- Date: Wed 20 Feb 2013 12:43:42 PM EET Name: DisabledAutoattackOptimization.patch Size: 1kB By: cazfi http://gna.org/patch/download.php?file_id=17277 ___ Reply to this item at: http://gna.org/patch/?3725 ___ 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 #20538] Numerous assertion failures when loading an old savegame
URL: http://gna.org/bugs/?20538 Summary: Numerous assertion failures when loading an old savegame Project: Freeciv Submitted by: pepeto Submitted on: mer. 20 févr. 2013 11:58:33 CET Category: None Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: trunk r22403 Discussion Lock: Any Operating System: Any Planned Release: ___ Details: I tried to load file #7060 for testing bug #16643. I got on server side: in citizens_nation_get() [citizens.c::83]: assertion 'pcity-nationality != ((void *)0)' failed. in citizens_nation_get() [citizens.c::83]: assertion 'pcity-nationality != ((void *)0)' failed. in citizens_nation_get() [citizens.c::83]: assertion 'pcity-nationality != ((void *)0)' failed. [...] in package_city() [citytools.c::2019]: assertion 'cit == packet-size' failed. On client side: 1: in handle_city_info() [packhand.c::670]: assertion 'citizens_count(pcity) == city_size_get(pcity)' failed. 1: in handle_city_info() [packhand.c::670]: assertion 'citizens_count(pcity) == city_size_get(pcity)' failed. 1: in handle_city_info() [packhand.c::670]: assertion 'citizens_count(pcity) == city_size_get(pcity)' failed. [...] ___ Reply to this item at: http://gna.org/bugs/?20538 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #20538] Numerous assertion failures when loading an old savegame
Follow-up Comment #1, bug #20538 (project freeciv): Is that classic ruleset? Nationality got enabled in that ruleset recently, so presumably savegame was created when ruleset has no nationality, but at loading time it has. ___ Reply to this item at: http://gna.org/bugs/?20538 ___ 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 #20501] Help could be clearer about CanFortify defence bonus vs cities
Follow-up Comment #9, bug #20501 (project freeciv): One thing i've noticed in conjunction with server-side auto-attack: units that have been given the 'Fortify' command can be reliably counted on to engage approaching enemies. Sounds opposite of what it should be. Fortified units have have better defense, so they should be less likely to find attack better option than waiting in defense. Attack also removes their fortified status, so it weakens their defense value against further attackers. I noticed that unit_win_chance() is used by autoattack. Some of the recently fixed defense bugs affected it, but I believed it to affect client side win chance display only. ___ Reply to this item at: http://gna.org/bugs/?20501 ___ 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 #20538] Numerous assertion failures when loading an old savegame
Follow-up Comment #2, bug #20538 (project freeciv): Is that classic ruleset? Nationality got enabled in that ruleset recently, so presumably savegame was created when ruleset has no nationality, but at loading time it has. Yes, savegame says version=20105, rulesetdir=default. ___ Reply to this item at: http://gna.org/bugs/?20538 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #20501] Help could be clearer about CanFortify defence bonus vs cities
Follow-up Comment #10, bug #20501 (project freeciv): I believed it to affect client side win chance display only. For jtn wondering what to put to NEWS: believed unit_win_chance() to affect client side win chance display only and the change affecting unit_win_chance() in turn was specific to city defense, for which you cannot see the client side chance display - sum is no user-visible change. ___ Reply to this item at: http://gna.org/bugs/?20501 ___ 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 #20501] Help could be clearer about CanFortify defence bonus vs cities
Follow-up Comment #11, bug #20501 (project freeciv): For jtn wondering what to put to NEWS: Thank you :) I was wondering exactly that. --jtn ___ Reply to this item at: http://gna.org/bugs/?20501 ___ 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 #20539] Assert failure on /save
URL: http://gna.org/bugs/?20539 Summary: Assert failure on /save Project: Freeciv Submitted by: davide_at_debian Submitted on: Wed 20 Feb 2013 12:36:05 PM GMT Category: general Severity: 4 - Important Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.3.4 Discussion Lock: Any Operating System: GNU/Linux Planned Release: ___ Details: /save T0-1361362257 1: in map_get_player_city() [maphand.c::1063]: assertion 'psite == ((void *)0) || psite-location == ptile' failed. 1: Please report this message at http://gna.org/projects/freeciv/ 1: in map_get_player_city() [maphand.c::1063]: assertion 'psite == ((void *)0) || psite-location == ptile' failed. 1: Please report this message at http://gna.org/projects/freeciv/ Game saved as ./saves//T0-1361362257.sav.gz Match settings: /show changed /show: /show: All options with non-default values /show: /show: In the column '##' the status of the option is shown: /show: - a '!' means the option is locked by the ruleset. /show: - a '+' means you may change the option. /show: - a '=' means the option is on its default value. /show: /show: Option## value (min, max) /show: /show: size 14 (0, 128) /show: xsize84 (16, 512) /show: ysize168 (16, 512) /show: topology Wrap East-West, Wrap North-South, and Isometric (WRAPX|WRAPY|ISO) /show: generatorPseudo-fractal height (FRACTAL) /show: startpos All players on a single continent (ALL) /show: separatepolesdisabled /show: landmass 29 (15, 85) /show: specials 400 (0, 1000) /show: huts 0 (0, 500) /show: minplayers 0 (0, 126) /show: maxplayers 11 (1, 126) /show: aifill 0 (0, 126) /show: ec_turns 5 (0, 9) /show: ec_max_size 1000 (10, 1000) /show: ec_info enabled /show: startunits wwxxx /show: dispersion 3 (0, 10) /show: citymindist 2 (0, 9) /show: barbarians No barbarians (DISABLED) /show: revolen 2 (0, 10) /show: timeout 153357 (-1, 863) /show: fixedlength enabled /show: /show: A help text for each option is available via 'help option'. /show: Ruleset is default; match has 11 players; pregame. These assertion failures occur at every /save attempt. After some turns, the asserts turn into another possibly-related severe problem preventing /save to work at all. Attached savefile. ___ File Attachments: --- Date: Wed 20 Feb 2013 12:36:05 PM GMT Name: T0-1361362257.sav.gz Size: 109kB By: davide_at_debian http://gna.org/bugs/download.php?file_id=17279 ___ Reply to this item at: http://gna.org/bugs/?20539 ___ 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 #20539] Assert failure on pregame /save
Update of bug #20539 (project freeciv): Summary: Assert failure on /save = Assert failure on pregame /save ___ Follow-up Comment #1: 1: in map_get_player_city() [maphand.c::1063]: assertion 'psite == ((void *)0) || psite-location == ptile' failed. Map related stuff... pregame ...when map is not yet created. ___ Reply to this item at: http://gna.org/bugs/?20539 ___ 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 #3384] autosettler check current danger
Follow-up Comment #9, patch #3384 (project freeciv): I think this is due to is_square_threatened() calling is_ground_threat(). Given that nothing else uses this function, perhaps it should be changed to not care about the unit move type? To make it work well, a bit more work is needed. It should not abort work when settler is not on the coast, but still the sea unit is within checked range, or when sea unit is not able to coastal bombardment... I'll leave that to future tickets (and probably TRUNK only). This already fixed the biggest problem of pirates killing all the AI workers. ___ Reply to this item at: http://gna.org/patch/?3384 ___ 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 #20541] in auto_arrange_workers() [cityturn.c::397]: assertion 'city_size_get(pcity) - spe == sum' failed
URL: http://gna.org/bugs/?20541 Summary: in auto_arrange_workers() [cityturn.c::397]: assertion 'city_size_get(pcity) - spe == sum' failed Project: Freeciv Submitted by: pepeto Submitted on: mer. 20 févr. 2013 15:51:59 CET Category: None Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: trunk r22403 Discussion Lock: Any Operating System: None Planned Release: ___ Details: Autogame with ruleset experimental, lot of assertion failures like: 1: [T068 - 2013/02/20 15:18:56] in auto_arrange_workers() [cityturn.c::397]: assertion 'city_size_get(pcity) - spe == sum' failed. 1: [T068 - 2013/02/20 15:18:56] in auto_arrange_workers() [cityturn.c::397]: ( 38, 47) in Westminster[4] Attached previous turn savegame. ___ File Attachments: --- Date: mer. 20 févr. 2013 15:51:59 CET Name: freeciv-T0067-Y-0825-auto.sav.gz Size: 65 ko By: pepeto http://gna.org/bugs/download.php?file_id=17282 ___ Reply to this item at: http://gna.org/bugs/?20541 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #20542] in unit_virtual_destroy() [unit.c::1881]: assertion '!unit_transported(punit)' failed
URL: http://gna.org/bugs/?20542 Summary: in unit_virtual_destroy() [unit.c::1881]: assertion '!unit_transported(punit)' failed Project: Freeciv Submitted by: pepeto Submitted on: mer. 20 févr. 2013 16:09:57 CET Category: None Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: trunk r22403 Discussion Lock: Any Operating System: None Planned Release: ___ Details: 1: in unit_virtual_destroy() [unit.c::1881]: assertion '!unit_transported(punit)' failed. 2: Backtrace: 2: 0: ./client/freeciv-gtk2() [0x8252c0d] 2: 1: ./client/freeciv-gtk2(vdo_log+0xca) [0x825727a] 2: 2: ./client/freeciv-gtk2(do_log+0x40) [0x8257300] 2: 3: ./client/freeciv-gtk2(fc_assert_fail+0x60) [0x82574e0] 2: 4: ./client/freeciv-gtk2(unit_virtual_destroy+0x1c1) [0x824ccc1] 2: 5: ./client/freeciv-gtk2(player_clear+0x110) [0x8238a10] 2: 6: ./client/freeciv-gtk2(player_destroy+0x5b) [0x8238b9b] 2: 7: ./client/freeciv-gtk2(player_slots_free+0x68) [0x8238df8] 2: 8: ./client/freeciv-gtk2(game_free+0x8) [0x816df28] 2: 9: ./client/freeciv-gtk2() [0x80b065f] 2:10: ./client/freeciv-gtk2(client_exit+0x49) [0x80b0c69] [...] The assertion looks similar to bug #20045, but it went from an other way. I think in this case that this assertion is wrong. When exiting the game, it shouldn't check this. ___ Reply to this item at: http://gna.org/bugs/?20542 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #20543] lua error: Execution time limit exceeded in script
URL: http://gna.org/bugs/?20543 Summary: lua error: Execution time limit exceeded in script Project: Freeciv Submitted by: pepeto Submitted on: mer. 20 févr. 2013 16:13:33 CET Category: None Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: trunk r22403 Discussion Lock: Any Operating System: None Planned Release: ___ Details: Got it with classic ruleset: 4: [T000 - 2013/02/20 13:50:19] in luascript_log_vargs() [luascript.c::413]: lua callback: 'place_map_labels' 4: [T000 - 2013/02/20 13:50:21] in fc_rand_debug() [rand.c::129]: fc_rand(4294967295) = 1672392544 at api_common_utilities.c:41 4: [T000 - 2013/02/20 13:50:21] in fc_rand_debug() [rand.c::129]: fc_rand(4294967295) = 2592976028 at api_common_utilities.c:41 4: [T000 - 2013/02/20 13:50:22] in fc_rand_debug() [rand.c::129]: fc_rand(4294967295) = 3060075665 at api_common_utilities.c:41 4: [T000 - 2013/02/20 13:50:22] in fc_rand_debug() [rand.c::129]: fc_rand(4294967295) = 2161002421 at api_common_utilities.c:41 4: [T000 - 2013/02/20 13:50:24] in fc_rand_debug() [rand.c::129]: fc_rand(4294967295) = 261018728 at api_common_utilities.c:41 4: [T000 - 2013/02/20 13:50:24] in fc_rand_debug() [rand.c::129]: fc_rand(4294967295) = 2141150283 at api_common_utilities.c:41 1: [T000 - 2013/02/20 13:50:25] in luascript_log_vargs() [luascript.c::413]: lua error: data/classic/script.lua:77: Execution time limit exceeded in script stack traceback: [string tolua: embedded Lua code]:43: in function [string tolua: embedded Lua code]:42 data/classic/script.lua:77: in function data/classic/script.lua:20 2: [T000 - 2013/02/20 13:50:25] (null)Backtrace: 2: [T000 - 2013/02/20 13:50:25] (null)0: server/freeciv-server() [0x827b09d] 2: [T000 - 2013/02/20 13:50:25] (null)1: server/freeciv-server(vdo_log+0xca) [0x827efea] 2: [T000 - 2013/02/20 13:50:25] (null)2: server/freeciv-server(do_log+0x40) [0x827f070] 2: [T000 - 2013/02/20 13:50:25] (null)3: server/freeciv-server(luascript_log_vargs+0x14c) [0x829ddbc] 2: [T000 - 2013/02/20 13:50:25] (null)4: server/freeciv-server(luascript_log+0x27) [0x829de37] 2: [T000 - 2013/02/20 13:50:25] (null)5: server/freeciv-server() [0x829df31] 2: [T000 - 2013/02/20 13:50:25] (null)6: server/freeciv-server(luascript_call+0x135) [0x829e495] 2: [T000 - 2013/02/20 13:50:25] (null)7: server/freeciv-server(luascript_callback_invoke+0xf2) [0x829e7f2] 2: [T000 - 2013/02/20 13:50:25] (null)8: server/freeciv-server(luascript_signal_emit_valist+0xa1) [0x829f711] 2: [T000 - 2013/02/20 13:50:25] (null)9: server/freeciv-server(script_server_signal_emit+0x28) [0x80b5218] 2: [T000 - 2013/02/20 13:50:25] (null) 10: server/freeciv-server(srv_main+0x21f) [0x80797ef] 2: [T000 - 2013/02/20 13:50:25] (null) 11: server/freeciv-server(main+0x90d) [0x8071d2d] 2: [T000 - 2013/02/20 13:50:25] (null) 12: /lib/i386-linux-gnu/libc.so.6(__libc_start_main+0xf3) [0x411e4d3] 2: [T000 - 2013/02/20 13:50:25] (null) 13: server/freeciv-server() [0x80723b5] ___ Reply to this item at: http://gna.org/bugs/?20543 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #20544] Sea units benefitting from City Walls
URL: http://gna.org/bugs/?20544 Summary: Sea units benefitting from City Walls Project: Freeciv Submitted by: cazfi Submitted on: Wed 20 Feb 2013 05:16:57 PM EET Category: None 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: ___ Details: Old bug (was discussed in RT age, but I found not ticket from gna). As only one unit can be used as effect requirement, and that's attacking unit in case of defense bonus effect, it doesn't matter what unit is the defending one. This means that ships in harbour get benefit from city walls when land unit attacks. This might be bug in our default rulesets (civ2 ruleset), but the worst part is that you cannot create ruleset where this is not true. With the defense values and hitpoints of the sea units, they are often the best city defenders available despite BadCityDefender (Pearl Harbor) flag when they get the same City Walls bonus land unit defenders get. ___ Reply to this item at: http://gna.org/bugs/?20544 ___ 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 #20544] Sea units benefitting from City Walls
Follow-up Comment #1, bug #20544 (project freeciv): I haven't actually surveyed layouts of real life cities for this, but it seems reasonable that in many cases the wall might well be built right to the water's edge. So if a ship in a harbor gets attacked by infantry, it could well be behind a wall. Surely the routine that finds a city's defender takes BadCityDefender into account [i'm not finding it right now]? Perhaps BadCityDefender should modify the Defense value and/or Hitpoints alongside the Attack value. When a unit is not in their natural element [a ship in dock or a plane on the ground] they should be considered essentially defenseless and automatically eliminated, IMHO. Anyway, to me that was the lesson of Pearl Harbor. ___ Reply to this item at: http://gna.org/bugs/?20544 ___ 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 #20544] Sea units benefitting from City Walls
Follow-up Comment #2, bug #20544 (project freeciv): When a unit is not in their natural element [a ship in dock or a plane on the ground] they should be considered essentially defenseless and automatically eliminated, IMHO. Yes, from realism point of view it doesn't make sense that ship in the harbour manages to defend entire city against attack from inland. Maybe it's the crew acting as infantry up in the mountains? BadCityDefender turned out to be much less severe modification than I had thought. It just reduces defender firepower to 1 (that has no effect until ships are so powerful that they have greater firepower to begin with) and doubles attacker firepower. ___ Reply to this item at: http://gna.org/bugs/?20544 ___ 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 #3279] Rusyn nation
Update of patch #3279 (project freeciv): Status:None = In Progress Assigned to:None = mixcoatl ___ Follow-up Comment #1: Changed city names to Rusyn/Ukrainian ortography as much as possible, plus some smaller edits (file #17294) ___ Additional Item Attachment: File name: rusyn.ruleset Size:2 KB ___ Reply to this item at: http://gna.org/patch/?3279 ___ 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 #20545] String not marked for translation
URL: http://gna.org/bugs/?20545 Summary: String not marked for translation Project: Freeciv Submitted by: jorneg Submitted on: Wed Feb 20 22:02:57 2013 Category: general 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: ___ Details: ___ Reply to this item at: http://gna.org/bugs/?20545 ___ 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 #20545] String not marked for translation
Follow-up Comment #1, bug #20545 (project freeciv): The string is '(No home city)' which appears on S2_4 on the unit selection dialog. ___ Reply to this item at: http://gna.org/bugs/?20545 ___ 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 #20519] Functionality inside fc_assert_ret() in unit unloading
Update of bug #20519 (project freeciv): Summary: Unloading problem in release builds = Functionality inside fc_assert_ret() in unit unloading ___ Reply to this item at: http://gna.org/bugs/?20519 ___ 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 #20545] String not marked for translation
Update of bug #20545 (project freeciv): Category: general = client Status:None = Ready For Test Assigned to:None = jtn Planned Release: = 2.4.0,2.5.0 ___ Additional Item Attachment: File name: trunk-S2_4-unitselect-i18n-marking.patch Size:3 KB ___ Reply to this item at: http://gna.org/bugs/?20545 ___ 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 #3726] Booleanize all save functions for savegame v2
URL: http://gna.org/patch/?3726 Summary: Booleanize all save functions for savegame v2 Project: Freeciv Submitted by: davide_at_debian Submitted on: Thu 21 Feb 2013 04:16:25 AM GMT Category: general Priority: 3 - Low Status: None Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: ___ Details: Booleanize the structure of functions below save_command() for savegame version 2. Currently, failures to save the game are only textually reported to users but are not treated by the server, which is bad for automated, self-managed servers running 24/7, such as Longturn, Greatturn and similar. This patch intercepts all save failures along the functions chain beneath save_command(), and makes a boolean available to let the machine check the result. Since when such save failures occur (various assert fails) they usually compromise any other future saves too, Greatturn uses this to automatically revert the game to the last functioning savefile, 10 minutes back. Other case usage for this could be a Lua handle to send a warning email to the server operator, etc. ___ File Attachments: --- Date: Thu 21 Feb 2013 04:16:25 AM GMT Name: save_booleanized.patch Size: 6kB By: davide_at_debian http://gna.org/patch/download.php?file_id=17296 ___ Reply to this item at: http://gna.org/patch/?3726 ___ 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 #3726] Booleanize all save functions for savegame v2
Update of patch #3726 (project freeciv): Priority: 3 - Low = 5 - Normal Assigned to:None = cazfi Planned Release: = 2.5.0 ___ Reply to this item at: http://gna.org/patch/?3726 ___ 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 #3712] CodingStyle warning against functionality inside fc_assert()
Update of patch #3712 (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?3712 ___ 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 #3702] Citylist mutex
Update of patch #3702 (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?3702 ___ 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 #3701] Multiple river types
Update of patch #3701 (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?3701 ___ 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 #3727] River as road natural city names
URL: http://gna.org/patch/?3727 Summary: River as road natural city names Project: Freeciv Submitted by: cazfi Submitted on: Thu 21 Feb 2013 07:13:47 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: Count RF_RIVER roads as rivers when determining natural city name suggestion. ___ File Attachments: --- Date: Thu 21 Feb 2013 07:13:47 AM EET Name: NatCityNaemRiver.patch Size: 1003B By: cazfi http://gna.org/patch/download.php?file_id=17297 ___ Reply to this item at: http://gna.org/patch/?3727 ___ 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 #3728] assess_danger() to consider AttFromNonNative unit class flag
URL: http://gna.org/patch/?3728 Summary: assess_danger() to consider AttFromNonNative unit class flag Project: Freeciv Submitted by: cazfi Submitted on: Thu 21 Feb 2013 08:17:26 AM EET Category: ai Priority: 5 - Normal Status: Ready For Test Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: 2.5.0 ___ Details: Handle unit class flag AttFromNonNative like unit type flag Marines in assess_danger() ___ File Attachments: --- Date: Thu 21 Feb 2013 08:17:26 AM EET Name: AssessDangerMarineClass.patch Size: 599B By: cazfi http://gna.org/patch/download.php?file_id=17298 ___ Reply to this item at: http://gna.org/patch/?3728 ___ 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 #3729] Attacking player specific reverse pathfinding map for cities
URL: http://gna.org/patch/?3729 Summary: Attacking player specific reverse pathfinding map for cities Project: Freeciv Submitted by: cazfi Submitted on: Thu 21 Feb 2013 08:57:51 AM EET Category: ai Priority: 5 - Normal Status: Ready For Test Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: 2.5.0 ___ Details: Currently assess_danger() uses single reverse pathfinding map for all the units approaching the city. This map is constructed as if all units were owned by city owner (the defender). This causes inaccuracy due to ZoC effects and restrict_infra (if enabled) being different for distinct players. Attached patch creates reverse pathfinding map for each attacker player instead. ___ File Attachments: --- Date: Thu 21 Feb 2013 08:57:51 AM EET Name: AttackerMapforCity.patch Size: 5kB By: cazfi http://gna.org/patch/download.php?file_id=17299 ___ Reply to this item at: http://gna.org/patch/?3729 ___ 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 #3715] Threaded AI cities generating Worker task requests
Follow-up Comment #1, patch #3715 (project freeciv): - Mutex protection for city existence. Now there should be no possibility of crash because of lack of mutex protection. It's possible that some data it handles is inconsistent due to main thread modifying it at the same time, but I consider this part of the nature of current threadedd ai (we're not after 100% accurate results, but fuzzy heuristics of what is likely the best action) - Evaluats road and base building tasks, assigning them only if player is able to build extras in question to the tile (file #17300) ___ Additional Item Attachment: File name: ThreadedCityRequests-2.patch Size:11 KB ___ Reply to this item at: http://gna.org/patch/?3715 ___ 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 #20546] Autosettler evaluates old road bonus as one of the road being built
URL: http://gna.org/bugs/?20546 Summary: Autosettler evaluates old road bonus as one of the road being built Project: Freeciv Submitted by: cazfi Submitted on: Thu 21 Feb 2013 09:42:25 AM EET Category: ai 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: 2.5.0 ___ Details: For evaluating move bonus improvements of building new road autosettler needs to figure out old move bonus (e.g., when it considers building Railroad and there already is Road). There it mistakenly uses move bonus of the road being considered for building instead of the move bonus of the existing road. Fix attached. ___ File Attachments: --- Date: Thu 21 Feb 2013 09:42:25 AM EET Name: OldRoad.patch Size: 962B By: cazfi http://gna.org/bugs/download.php?file_id=17301 ___ Reply to this item at: http://gna.org/bugs/?20546 ___ 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 #20546] Autosettler evaluates road bonus of the road being built as one of the old road
Update of bug #20546 (project freeciv): Summary: Autosettler evaluates old road bonus as one of the road being built = Autosettler evaluates road bonus of the road being built as one of the old road ___ Reply to this item at: http://gna.org/bugs/?20546 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev