[Freeciv-Dev] [patch #3814] Remove gui-win32 from S2_4

2013-03-30 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?3814

 Summary: Remove gui-win32 from S2_4
 Project: Freeciv
Submitted by: cazfi
Submitted on: Sat 30 Mar 2013 10:21:01 AM EET
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

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Details:

Now that gui-win32 has been removed from TRUNK there's no longer point in
keeping it in S2_4 tarball either - too late for anybody to start fixing it.



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File Attachments:


---
Date: Sat 30 Mar 2013 10:21:02 AM EET  Name: Win32Rm-S2_4.patch  Size: 4kB  
By: cazfi

http://gna.org/patch/download.php?file_id=17608

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[Freeciv-Dev] [bug #20652] Homeless ai caravan crash

2013-03-30 Thread Marko Lindqvist
Update of bug #20652 (project freeciv):

  Status: In Progress = Ready For Test 

___

Follow-up Comment #3:

Attached pathc makes homeless caravans to seek new homecity before even
considering traderoutes. Caravan that is going to help in wonder building does
not need homecity, so looking for one would just waste its turns.

(file #17609, file #17610, file #17611)
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File name: CaravanHomecityGet-S2_4.patch  Size:2 KB
File name: CaravanHomecityGet-S2_3.patch  Size:2 KB


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[Freeciv-Dev] [patch #3801] Helptext for defense 0 fortify

2013-03-30 Thread Marko Lindqvist
Update of patch #3801 (project freeciv):

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


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[Freeciv-Dev] [patch #3804] Enabling restricted air transport

2013-03-30 Thread Marko Lindqvist
Update of patch #3804 (project freeciv):

  Status:None = Ready For Test 
 Assigned to:None = cazfi  

___

Follow-up Comment #14:

Reading the patch (not yet testing) looks good.

Note to committer and anyone using this patch: network capstr needs bump.
It's ok that this is not included in patch as it changes very often just
causing patches including it not to apply cleanly.

- Could you separate experimental ruleset change to another patch (ticket).
While I consider the code change to 2.5, I don't want to add new units to
supplied ruleset for it in 2.5 timeframe (our major releases have been pending
gfx required for new features often enough)
- Another issue completely external to this patch itself: We've had plenty of
problems with wipe_unit() and friends lately. Keeping it identical between
S2_4 and TRUNK would give more testing to S2_4 implementation nearing stable
release, so I rather postpone committing this a bit.



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[Freeciv-Dev] [patch #3804] Enabling restricted air transport

2013-03-30 Thread Emmet Hikory
Follow-up Comment #15, patch #3804 (project freeciv):

Moving the units to a separate patch seems perfectly reasonable, and I'm
fairly unconcerned if that ever lands: the units and vector definitions are
only set for testing, and may not actually work well in play.

Shall I also separate out the refactoring of wipe_unit into something that can
be applied to both S2_4 and TRUNK, and then create a patch to enable air that
depends upon that?  Or alternately, is the plan to wait until S2_4 release
prior to applying this to TRUNK?  I don't mind either way, but if the
refactoring looks useful sooner than air transport, I'll separate it right
away, whereas if it's only interesting in this context, I'll wait until 2.4
release, and rebase the patch on the wipe_unit() implementation existing at
that point.

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[Freeciv-Dev] [bug #20680] Client crash on contacting metaserver, dependent on latest version advertised by metaserver

2013-03-30 Thread Jacob Nevins
Follow-up Comment #7, bug #20680 (project freeciv):

 Problem is in documentation. I had hard time deciding which 
 order cvercmp -binary should take parameters as neither seemed 
 to work as natural in all contexts.
Sorry, I was unclear -- I think the algorithm is giving the wrong answer.
I.e., it's such that Freeciv will consider 2.4.0 older than 2.4.0-beta1
when the time comes.
(As it happens, I think the old, pre-r19 order of the command-line arguments
is more intuitive.)

This is probably getting off-topic for this ticket, but with the old (pre-r19)
command-line argument order (X greater Y means is X greater than Y):


2.3.4 greater 2.4.0No# good
2.3.4 greater 2.4.0-beta1  No# good
2.4.0-beta1 greater 2.3.4  Yes   # good
2.4.0-beta2 greater 2.4.0-beta1Yes   # good
2.4.0-beta2 greater 2.4.0-beta2No# good
2.4.0-beta1+ greater 2.4.0-beta1   Yes   # good
2.4.0 greater 2.4.0-beta1  No# bad
2.4.0 greater 2.4.0-specialNo# good, probably
2.4.0 greater 2.4.0-beta   Yes   # good


I think the code around the comment /* Longer version number is greater if all
the parts up to end of shorter one are equal. */ needs to either subtokenize
(so that the cvercmp_parse_prever() spots beta1 as a thing that reverses the
order), or cvercmp_parse_prever() needs to have a match-only-prefix mode.

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[Freeciv-Dev] [bug #20663] Unloading assert failure when autoattack kills transport

2013-03-30 Thread Jacob Nevins
Follow-up Comment #3, bug #20663 (project freeciv):

 I got failed assert about cargo and transport being in same tile 
 when wipe_unit() tries to unload cargo. 
Is this the same assertion that was failing at the start of bug #20045?
(unit_transport_unload() [unit.c::2072]: assertion
'same_pos(unit_tile(pcargo), unit_tile(ptrans))' failed.)

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[Freeciv-Dev] [bug #20577] new parameter gameloss_style: GameLoss player's property is redistributed instead of disappearing

2013-03-30 Thread Jacob Nevins
Update of bug #20577 (project freeciv):

 Summary: new parameter gameloss_style in game.ruleset = new
parameter gameloss_style: GameLoss player's property is redistributed instead
of disappearing


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[Freeciv-Dev] [bug #20679] [Metaticket] move_unit bugs

2013-03-30 Thread Jacob Nevins
Follow-up Comment #1, bug #20679 (project freeciv):

Do issues like bug #20682 fall into this category?

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[Freeciv-Dev] [bug #20685] City dialog sometimes comes up empty on Ubuntu Unity

2013-03-30 Thread Jacob Nevins
URL:
  http://gna.org/bugs/?20685

 Summary: City dialog sometimes comes up empty on Ubuntu Unity
 Project: Freeciv
Submitted by: jtn
Submitted on: Sat Mar 30 14:04:57 2013
Category: client-gtk-2.0
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.3.2
 Discussion Lock: Any
Operating System: GNU/Linux
 Planned Release: 

___

Details:

Reporting a friend's experience:

On Ubuntu 12.10 (Quantal) with the Unity window manager, using the supplied
Freeciv package (2.3.2-1), sometimes the city dialog comes up as an empty
window frame.

See screenshot; ignoring the screenshot-capture dialog, the city dialog for
Linköping really is just a frame, which you can move around and the
background (main window) stays put (the enclosed pixels aren't dragged
around).

Closing and re-opening the city dialog (by clicking on the city on the main
map) generally (always?) clears this. My friend reports that this seems to
occur (more) when building a city (press B, choose city name, click OK or
hit Enter -- not sure which), and not so much (or at all?) when clicking on a
city.

Not sure we're going to do any more about this than say sigh, Unity, but I
wanted the ticket as somewhere to accrete any discussion.

(It was a toss-up whether to report this in Ubuntu's Launchpad or here. I
chose here because their package doesn't have any exciting patches compared to
our source code, so I bet a build from our source will suffer the same
problem. It could be argued that it belongs in Ubuntu's tracker because sigh
Unity.)



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---
Date: Sat Mar 30 14:04:57 2013  Name: Screenshot from 2013-03-29 23_16_54.png 
Size: 442kB   By: jtn
Screenshot from Ubuntu 12.10, freeciv 2.3.2-1
http://gna.org/bugs/download.php?file_id=17612

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[Freeciv-Dev] [bug #20663] Unloading assert failure when autoattack kills transport

2013-03-30 Thread Marko Lindqvist
Follow-up Comment #4, bug #20663 (project freeciv):

I think it's the same. I got assert from server side on autogame, but client
would probably get same assert upon handling packets server sends in same
order.

For the client side I also wonder what happens when allied transport (of which
you see units inside) moves out of sight. Does transport get removed from the
client when cargo is still in another tile?

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[Freeciv-Dev] [bug #20663] Unloading assert failure when autoattack kills transport

2013-03-30 Thread Jacob Nevins
Follow-up Comment #5, bug #20663 (project freeciv):

 For the client side I also wonder what happens when allied 
 transport (of which you see units inside) moves out of sight. 
 Does transport get removed from the client when cargo is still 
 in another tile?
I assume this case is why we have the separate transported_by ID on the client
at all -- the code talks about the possibility that the client can't always
see the transport of a cargo unit it knows about, and I was struggling to
think of a case where this could happen. I guess an allied submarine would
do?

Feels like if you have units on board a transport, the server ought to always
show you any enclosing transports as a special case (but if you launch your
last missile from someone else's sub, then you no longer get to see where it
is unless you have shared vision). Would need to decide whether you see other
cargo; if not then may need care handling capacity limits on the client side.
This is all almost certainly a new ticket.

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[Freeciv-Dev] [bug #18901] Trunk client becomes unresponsive on clicking Connect

2013-03-30 Thread Jacob Nevins
Update of bug #18901 (project freeciv):

  Status:None = Invalid
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [bug #20685] City dialog sometimes comes up empty on Ubuntu Unity

2013-03-30 Thread Emmet Hikory
Follow-up Comment #1, bug #20685 (project freeciv):

Aside from Ubuntu 11.10 (Oneiric), all current Ubuntu packages match the
Debian packages, and so if there is a desire for a change, it's probably
better to ship that change through Debian (although I'll upload something
directly if someone happens to have a small quick fix that would break Debian
somehow).

I can confirm that running on Ubuntu 12.10 Quantal with a different window
manager (kwin), this behaviour isn't observed for any of the GTK2 client
distributed from the Ubuntu repositories, the GTK2 client from TRUNK, or the
GTK3 client from TRUNK, so I'd expect it to be related to Unity specifically,
rather than any Ubuntu-local patches to the underlying libraries.

I did see it occasionally in the past with Ubuntu 12.04 (Precise) GTK2 client
and the Unity window manager, but never tracked it down.  Does someone track
it down, the best solution is likely to file a bug for the precise offending
WM issue on the Unity tracker with a significantly reduced testcase.  I'll
also volunteer to test if someone doesn't run Unity and thinks they have a
patch, as long as testing against the older release meets the test needs.


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[Freeciv-Dev] [patch #3730] Remove MAX_LEN_USERNAME

2013-03-30 Thread pepeto
Update of patch #3730 (project freeciv):

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

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[Freeciv-Dev] [patch #3815] Provide information about unit class nativity in terrain help

2013-03-30 Thread Emmet Hikory
URL:
  http://gna.org/patch/?3815

 Summary: Provide information about unit class nativity in
terrain help
 Project: Freeciv
Submitted by: persia
Submitted on: Sat 30 Mar 2013 03:46:16 PM GMT
Category: client
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

___

Details:

The current help provides Land units cannot travel on oceanic terrains. as
part of the helpstring for any oceanic terrain.  Given the concept of terrain
nativity, and that units are no longer one of Land, Sea, or Air based on
UMT_LAND, UMT_SEA, and UMT_BOTH, this isn't very helpful when playing a
ruleset with complex nativity.

This patch replaces that with a constructed string of unit classes that are
native to that terrain without any special, base, or road.  The string is
reused from the code to generate the road help, which I hope will reduce the
impact of the new string on translators.  I would be happy to backport the
patch to S2_4 or earlier, if someone believes it should also be applied
there.




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---
Date: Sat 30 Mar 2013 03:46:16 PM GMT  Name: terrain-nativity-help.patch 
Size: 2kB   By: persia

http://gna.org/patch/download.php?file_id=17614

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[Freeciv-Dev] [patch #3816] Cleanup nativity handling to ignore specials

2013-03-30 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?3816

 Summary: Cleanup nativity handling to ignore specials
 Project: Freeciv
Submitted by: cazfi
Submitted on: Sat 30 Mar 2013 06:10:10 PM EET
Category: general
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.5.0

___

Details:

Tile specials used to affect nativity when road, railroad, and river were
specials. That's no longer the case, and shouldn't be in the future - upcoming
extras framework should be used if such nativity features are to be added.
Code cleanup to stop passing specials information around in nativity functions
should be made.




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[Freeciv-Dev] [patch #3804] Enabling restricted air transport

2013-03-30 Thread Marko Lindqvist
Follow-up Comment #16, patch #3804 (project freeciv):

I'd say that if S2_4 wipe_unit() is not proven to be broken, we don't want to
touch it any more.

I just am not committing this patch immediately after 36h inspection period,
but wait closer to S2_5 branching date (02-May).

btw. Should wipe_unit() produce exactly same results for rulesets that do not
have load/unload restriction before and after this patch? Asking for autogame
testing - is it bug in patch if final savegames differ from what resulted
before the patch.

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[Freeciv-Dev] [patch #3804] Enabling restricted air transport

2013-03-30 Thread Emmet Hikory
Follow-up Comment #17, patch #3804 (project freeciv):

Thanks for the clarification.  If the implementation model is acceptable,
that's enough for me, and I'll keep rebasing it against trunk locally until it
seems safe to apply.  If anyone has trouble testing the patch currently
attached due to trunk changes, please report here, and I'll post a snapshot of
patch changes at that time.  Similarly, if problems are discovered because of
the patch, please post, and I'll address issues.

The only behavioural change for rulesets without embarks/disembarks vectors
that I intended to introduce was a small optimisation in the drowning logic:
specifically that for UTYF_GAMELOSS and UTYF_UNDISBANDABLE units, if they were
unable to find transport (or, if UTYF_UNDISBANDABLE, teleport) in the first
attempt, they are simply killed, rather than running them through the
find-transport logic a second time (which I would expect to have the same
negative result).

If there is a behavioural difference with the entire patch, I'd like details,
and will test against a much-reduced wipe_unit() refactoring, as if the
attempt failed the first time and succeeds just because we tried again,
there's probably something else wrong.

Thinking about it, the current drowning logic (before this patch) iterates
over all untransported units on the tile: in the event that the server is
running many threads, it could be possible for two transports to be removed on
the same tile in separate threads and their units to be intermixed when being
saved from drowning (I haven't looked enough at the main server processing
loops to know if this is even possible with the current architecture).  In the
refactored code, this isn't possible, as the set of units being
saved/destroyed is limited to the cargo of the transport currently being
destroyed, which could potentially cause differing results in saving units
based on timing of transport wipes.

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[Freeciv-Dev] [patch #3804] Enabling restricted air transport

2013-03-30 Thread Marko Lindqvist
Follow-up Comment #18, patch #3804 (project freeciv):

About threading: see recent discussion on freeciv-dev mailing list. Freeciv is
essentially single-threaded at the moment, but we sho0uld be preparing to the
time it's not.

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[Freeciv-Dev] Terrain options parameters

2013-03-30 Thread Emmet Hikory
For terrain.ruleset, there are [options] and [parameters] sections.
Do most of these still serve useful purposes?  From a quick look at the
code and a bit of testing, I would think they are mostly also handled in
a different way:

[options]

may_road:
This is also managed per-terrain by the road_time entry: when 0, no
road may be built.
This is additionally managed by per-road reqs: one can force roads
to never be built by creating circular reqs.

may_irrigate:
This is also managed per-terrain by the irrigation_result value
This is additionally managed by the Irrig_Possible effect
(or the Irrig_TF_Possible effect if irrigation would transform)

may_mine:
This is also managed per-terrain by the mining_result value
This is additionally managed by the Mining_Possible effect
(or the Mining_TF_Possible effect if mining would transform)

may_transform:
This is also managed per-terrain by the transform_result value
This is additionally managed by the Transform_Possible effect

[parameters]

ocean_reclaim_requirement, land_channel_requirement:
As these depend on requirements that cannot currently be expressed
(percentage of adjacent tiles), I do not believe they can currently be
removed without more extensive changes (and so they fall outside the
scope of what is proposed here).

road_superhighway_trade_bonus:
This appears to be used only to store the value in the ruleset and
send ruleset packets continaing the value, but not in any of the code
that actually checks the trade value of a square.  For all the shipping
rulesets that have a Super Highways, this appears to be managed with
the Output_Per_Tile effect.

pollution_* and fallout_*:
These seem like they would be better handled by effects.  Something
like:

[effect_pollution_output]
name  = Output_Per_Tile
value = -50
reqs  =
{ type, name, range
  Special, Pollution, Local
}

[effect_fallout_output]
name  = Output_Per_Tile
value = -50
reqs  =
{ type, name, range
  Special, Fallout, Local
}

I'd be happy to prepare and test a patch removing all of this (and
thereby simplifying ruleset documentation), but only if there isn't some
reason to keep them that escapes me.

-- 
Emmet HIKORY

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Re: [Freeciv-Dev] Terrain options parameters

2013-03-30 Thread Marko Lindqvist
On 30 March 2013 18:42, Emmet Hikory per...@shipstone.jp wrote:
 For terrain.ruleset, there are [options] and [parameters] sections.
 Do most of these still serve useful purposes?  From a quick look at the
 code and a bit of testing, I would think they are mostly also handled in
 a different way:

 [options]

 may_road:
 may_irrigate:
 may_mine:
 may_transform:

 Their removal has been in my TODO for a very long time, but I've
never initiated the discussion (they have originally been added for
some reason, right?)

 [parameters]

 road_superhighway_trade_bonus:
 This appears to be used only to store the value in the ruleset and
 send ruleset packets continaing the value, but not in any of the code
 that actually checks the trade value of a square.  For all the shipping
 rulesets that have a Super Highways, this appears to be managed with
 the Output_Per_Tile effect.

 Is this true for stable branches too, or have I changed this as part
of gen-roads? If stable branches are affected, their documentation
(ruleset comments) should be updated to describe the situation. With
ruleset format and network protocol freezes we can't remove it
completely from stable branches.

 pollution_* and fallout_*:
 These seem like they would be better handled by effects.  Something
 like:

 As we're going to rework specials for 2.6, I don't think it makes
much sense to change this to temporary format that would change again
to next version (forcing ruleset authors to update it for each
version)


 - ML

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[Freeciv-Dev] [bug #20668] Loaded submarines are not stealth

2013-03-30 Thread anonymous
Follow-up Comment #2, bug #20668 (project freeciv):

I'm using default ruleset. Cannot say if missiles had been loaded or unloaded
recently since there are submarines of AI player which I see with missiles on
board. I saw several times missile(s) in the middle of the ocean with my
battleship or AWACS prior I got closer and saw submarine carrying it. I
haven't seen it yet close to my city. I will try to build some buoys to test
it. Also I will provide you with a savegame as soon as I will discover another
one.

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[Freeciv-Dev] [patch #3027] libicu

2013-03-30 Thread Marko Lindqvist
Update of patch #3027 (project freeciv):

 Planned Release:   2.5.0 = 2.6.0  

___

Follow-up Comment #3:

http://site.icu-project.org/

Not only UTF-8, but stuff like collations.

As for portability concerns, I added icu build to crosser, and it at least
builds fine for MinGW.

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[Freeciv-Dev] [bug #20686] assert 'ai-phase_initialized || game.info.phase_mode != PMT_CONCURRENT' failed

2013-03-30 Thread Marko Lindqvist
URL:
  http://gna.org/bugs/?20686

 Summary: assert 'ai-phase_initialized ||
game.info.phase_mode != PMT_CONCURRENT' failed
 Project: Freeciv
Submitted by: cazfi
Submitted on: Sat 30 Mar 2013 11:27:59 PM EET
Category: ai
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: r22627
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

Attached autogame results in assert failure turn 180. Backtrace shows
interesting chain of events. First pact between two players is cancelled. I
assume it was alliance as cancellation results in unit stack resolving. During
stack resolving unit is teleported next to unit or city of third player. That
gives new contact between the players, and they negotiate a treaty.


0: in dai_plr_data_get() [../../../../src.patched/ai/default/aidata.c::313]:
assertion 'ai-phase_initialized || game.info.phase_mode != PMT_CONCURRENT'
failed.
 
2: Backtrace:
 
2: 0: ./server/freeciv-server() [0x60492d]
 
2: 1: ./server/freeciv-server(vdo_log+0x89) [0x608239]
 
2: 2: ./server/freeciv-server(do_log+0x7d) [0x6082ed]
 
2: 3: ./server/freeciv-server(fc_assert_fail+0x9f) [0x60851f]
 
2: 4: ./server/freeciv-server(dai_plr_data_get+0xcf) [0x50b32f]
 
2: 5: ./server/freeciv-server() [0x4fa5be]
 
2: 6: ./server/freeciv-server(dai_treaty_evaluate+0x112) [0x4fb6a2]
 
2: 7: ./server/freeciv-server(handle_diplomacy_create_clause_req+0x10a)
[0x48b83a]
 
2: 8: ./server/freeciv-server(make_contact+0x270) [0x49e2b0]
 
2: 9: ./server/freeciv-server(maybe_make_contact+0x2eb) [0x49e6bb]
 
2:10: ./server/freeciv-server(unit_move+0x125) [0x456485]
 
2:11: ./server/freeciv-server(bounce_unit+0x3c2) [0x45ab02]
 
2:12: ./server/freeciv-server() [0x45af54]
 
2:13: ./server/freeciv-server(resolve_unit_stacks+0x3a) [0x45b02a]
 
2:14: ./server/freeciv-server(handle_diplomacy_cancel_pact+0x53c)
[0x49ed2c]
 
2:15: ./server/freeciv-server() [0x43da9e]
 
2:16: ./server/freeciv-server(srv_main+0x2b8) [0x43f318]
 
2:17: ./server/freeciv-server(main+0x21e) [0x43664e]
 
2:18: /lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xfd)
[0x7f99eeef9ead]
 
2:19: ./server/freeciv-server() [0x437061]



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File Attachments:


---
Date: Sat 30 Mar 2013 11:27:59 PM EET  Name: phaserepro.serv  Size: 184B   By:
cazfi

http://gna.org/bugs/download.php?file_id=17616

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[Freeciv-Dev] [patch #3807] Update config.rpath

2013-03-30 Thread Marko Lindqvist
Update of patch #3807 (project freeciv):

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


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[Freeciv-Dev] [bug #20669] Missing migration from old killcitizen value

2013-03-30 Thread Marko Lindqvist
Update of bug #20669 (project freeciv):

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


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[Freeciv-Dev] [patch #3818] Ruleset option to disable civil war

2013-03-30 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?3818

 Summary: Ruleset option to disable civil war
 Project: Freeciv
Submitted by: cazfi
Submitted on: Sat 30 Mar 2013 11:48:35 PM EET
Category: None
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.6.0

___

Details:

Civil war was just avoided in alien ruleset:
Could not throw Adventurers into civil war - no available nations

But if someone plays the ruleset with less than all nations, civil war could
happen. Picking one of the ruleset's nations as new civil war nation doesn't
make sense. Even nation legends tell how the nation in question arrived with
its own ship to the planet. Also people that were part of old nation suddenly
getting traits of the new nation is a bit off. I'd like to be able to turn off
civil war from alien ruleset completely.





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[Freeciv-Dev] [patch #3818] Ruleset option to disable civil war

2013-03-30 Thread Marko Lindqvist
Update of patch #3818 (project freeciv):

Category:None = general
  Status:None = Ready For Test 
 Planned Release:   2.6.0 = 2.5.0  

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Follow-up Comment #1:

Untested patch

(file #17617)
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Additional Item Attachment:

File name: CivilWarOption.patch   Size:7 KB


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[Freeciv-Dev] [bug #20661] unit.c::is_square_threatened() uses H_MAP instead of H_FOG

2013-03-30 Thread Marko Lindqvist
Update of bug #20661 (project freeciv):

  Status:  Ready For Test = Fixed  
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [bug #19474] max_players dual meaning

2013-03-30 Thread Marko Lindqvist
Follow-up Comment #2, bug #19474 (project freeciv):

Further testing in TRUNK with midgame player /create (new feature in S2_4,
which is likely to be affected too)

1. Start singleplayer game with default maxplayers: 126
2. Save
3. Inspect savegame to see that maxplayers setting is 126 there
4. Load
5. /explain maxplayers to see it's 1
6. /create midgamer with no errors
7. /explain maxplayers to see it's still 1
8. /list to see that new player really exist
9. Save with new name
10. Load - 1: Savegame: error restoring 'maxplayers' . (Number of players
(5) is higher than requested value (1). Keeping old value.)

I don't know yet how many separate bugs that makes. Good news is that there's
bugs countering each other (midgame player creation is possible despite
maxplayers getting to set to value that should prevent it)


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[Freeciv-Dev] [bug #19474] max_players cleanup

2013-03-30 Thread Marko Lindqvist
Update of bug #19474 (project freeciv):

 Summary: max_players dual meaning = max_players cleanup

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Follow-up Comment #3:

 I don't know yet how many separate bugs that makes.

Turning this to meta ticket.

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[Freeciv-Dev] [bug #20689] Maxplayers setting gets set to number of game start players when loading savegame

2013-03-30 Thread Marko Lindqvist
URL:
  http://gna.org/bugs/?20689

 Summary: Maxplayers setting gets set to number of game start
players when loading savegame
 Project: Freeciv
Submitted by: cazfi
Submitted on: Sun 31 Mar 2013 02:30:10 AM 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: 2.3.5, 2.4.0, 2.5.0

___

Details:

Split from bug #19474:

When loading savegame of running game, maxplayers setting gets set to number
of players in game.

This is because there's code meant to limit max_players in scenarios to number
of starting positions - there cannot be more players than starting positions.
That same code gets wrongly applied when one loads already started game with
generated starting positions. Number of generated starting positions is one
for each player who was present when game started - maxplayers gets set to
number of game start players.

Attached fix makes maxplayer to be set to number of starting positions in
pregame only.



___

File Attachments:


---
Date: Sun 31 Mar 2013 02:30:10 AM EET  Name: RunningGameStartposCount.patch 
Size: 3kB   By: cazfi

http://gna.org/bugs/download.php?file_id=17618
---
Date: Sun 31 Mar 2013 02:30:10 AM EET  Name:
RunningGameStartposCount-S2_4.patch  Size: 3kB   By: cazfi

http://gna.org/bugs/download.php?file_id=17619

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[Freeciv-Dev] [bug #20690] maxplayers setting does not prevent midgame player /create

2013-03-30 Thread Marko Lindqvist
URL:
  http://gna.org/bugs/?20690

 Summary: maxplayers setting does not prevent midgame player
/create
 Project: Freeciv
Submitted by: cazfi
Submitted on: Sun 31 Mar 2013 02:39:37 AM 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

___

Details:

One can /create players to running game without maxplayers setting any way
restricting it. Fix attached.



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File Attachments:


---
Date: Sun 31 Mar 2013 02:39:37 AM EET  Name: MidgameMaxplayers.patch  Size:
670B   By: cazfi

http://gna.org/bugs/download.php?file_id=17620

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[Freeciv-Dev] [bug #19474] max_players cleanup

2013-03-30 Thread Marko Lindqvist
Update of bug #19474 (project freeciv):

  Depends on: = bugs #20689


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[Freeciv-Dev] [bug #19474] max_players cleanup

2013-03-30 Thread Marko Lindqvist
Update of bug #19474 (project freeciv):

  Depends on: = bugs #20690


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[Freeciv-Dev] [patch #3800] activity_type_iterate() optimization

2013-03-30 Thread Marko Lindqvist
Update of patch #3800 (project freeciv):

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


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[Freeciv-Dev] [patch #3819] Generalise helptext for AttFromNonNative and Marines

2013-03-30 Thread Emmet Hikory
URL:
  http://gna.org/patch/?3819

 Summary: Generalise helptext for AttFromNonNative and Marines
 Project: Freeciv
Submitted by: persia
Submitted on: Sun 31 Mar 2013 04:44:58 AM GMT
Category: client
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

___

Details:

There is currently no helptext for UCF_ATT_FROM_NON_NATIVE and the helptext
for UTYF_MARINES makes specific references to Land and Sea.  The attached
patch adds helptext for UCF_ATT_FROM_NON_NATIVE based on the comments in the
ruleset definitions, and changes the helptext for UTYF_MARINES to match the
new text.



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File Attachments:


---
Date: Sun 31 Mar 2013 04:44:58 AM GMT  Name: AttFromNonNative-helptext.patch 
Size: 1kB   By: persia

http://gna.org/patch/download.php?file_id=17621

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Re: [Freeciv-Dev] Terrain options parameters

2013-03-30 Thread Emmet Hikory
On Sat, Mar 30, 2013 at 10:02:02PM +0200, Marko Lindqvist wrote:
 On 30 March 2013 18:42, Emmet Hikory wrote:
  For terrain.ruleset, there are [options] and [parameters] sections.
  Do most of these still serve useful purposes?  From a quick look at the
  code and a bit of testing, I would think they are mostly also handled in
  a different way:
 
  [options]
 
  may_road:
  may_irrigate:
  may_mine:
  may_transform:
 
  Their removal has been in my TODO for a very long time, but I've
 never initiated the discussion (they have originally been added for
 some reason, right?)

Bernd Jendrissek helpfully pointed me at SVN commit 1466 which added
these values.  The inclusion of the more recent per-terrain controls
seems to be SVN commit 7513 with per-terrain target activities, which
also inherited the may_* values (perhaps for compatibility).  I'm not
sure they are still needed since commits 19264, 21796, 21845, and 21850
which included the effect controls, and even less with the more recent
gen_road changes (I'm not sure precisely which commit to blame for this
obsolescence of may_road).

Given the timing and history, I think they can be safely removed now
that everything else has landed (arguably they might have been candidates
for removal post 7513, but the more recent work gives ruleset authors
enough flexibility that the original options seem awkward).

  [parameters]
 
  road_superhighway_trade_bonus:
  This appears to be used only to store the value in the ruleset and
  send ruleset packets continaing the value, but not in any of the code
  that actually checks the trade value of a square.  For all the shipping
  rulesets that have a Super Highways, this appears to be managed with
  the Output_Per_Tile effect.
 
  Is this true for stable branches too, or have I changed this as part
 of gen-roads? If stable branches are affected, their documentation
 (ruleset comments) should be updated to describe the situation. With
 ruleset format and network protocol freezes we can't remove it
 completely from stable branches.

This appears to be true for S2_0, S2_1, S2_2, S2_3, S2_4, and trunk.
In S1_14, the value is used in city.c:base_city_get_trade_tile().  It
appears to be removed with SVN revision 8202, which introduces the
effect-based improvement for relevant then-current rulesets.  While
there's no handy way to search for gen-road revisions, I believe that
this was rendered obsolete before any of the gen-road work.

For the ruleset comment patches, which releases are still sufficiently
supported to benefit from this?  For 2.4, can the parameter just be dropped?
For trunk, I presume it should be dropped.  Also, procedurally, should this
be one ticket or multiple tickets?  Is it better to call it patch or bug?

 
  pollution_* and fallout_*:
  These seem like they would be better handled by effects.  Something
  like:
 
  As we're going to rework specials for 2.6, I don't think it makes
 much sense to change this to temporary format that would change again
 to next version (forcing ruleset authors to update it for each
 version)

I looked through the mailing list archives a bit trying to find
discussion of the plan for extras, without success.  Is there a
reference available?

-- 
Emmet HIKORY

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