[Freeciv-Dev] [bug #20752] Errors in nation rulesets cause spurious messages about lack of defined barbarians

2013-04-23 Thread Jacob Nevins
Update of bug #20752 (project freeciv):

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


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[Freeciv-Dev] [patch #3859] Nations ruleset: move government compatibility checking to nationlist.ruleset

2013-04-23 Thread Jacob Nevins
Update of patch #3859 (project freeciv):

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


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[Freeciv-Dev] [patch #3860] Nations ruleset: allow terrain checking against explicit compatibility list

2013-04-23 Thread Jacob Nevins
Update of patch #3860 (project freeciv):

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


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[Freeciv-Dev] [patch #3861] Nations ruleset: replace warn_city_style with allowed_city_styles

2013-04-23 Thread Jacob Nevins
Update of patch #3861 (project freeciv):

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


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[Freeciv-Dev] [bug #20753] is_available in nation rulesets does nothing

2013-04-23 Thread Jacob Nevins
Update of bug #20753 (project freeciv):

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

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Follow-up Comment #3:

 Is it possible to have nation that one cannot select in the 
 beginning, but which still can appear through civil war during 
 the game?
I don't think so, offhand.
I think civil war nation selection ignores conflicts_with (which is usually
set by ruleset authors to avoid flag clashes etc), but I don't think
conflicts_with restricts nation selection by players anyway.

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[Freeciv-Dev] [bug #20761] Illegal treaty lives forever

2013-04-23 Thread Marko Lindqvist
URL:
  http://gna.org/bugs/?20761

 Summary: Illegal treaty lives forever
 Project: Freeciv
Submitted by: cazfi
Submitted on: Tue 23 Apr 2013 12:17:42 PM EEST
Category: ai
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: 

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Details:

I got treaty between two AI players that they are unable to accept due to one
of them not having the tech he is supposed to give away (it's probably bug
that they end in such a situation even if tech losss is involved). As
handle_diplomacy_accept_treaty_req() aborts early, treaty is never removed.
Each turn the AIs try to enter ceasefire, but new clauses are just added to
the illegal treaty they cannot accept.




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[Freeciv-Dev] [bug #20761] Illegal treaty lives forever

2013-04-23 Thread Marko Lindqvist
Follow-up Comment #1, bug #20761 (project freeciv):

 it's probably bug that they end in such a situation even if tech
 loss is involved

That's probably caused by more general Unaccepted treaty lives forever
-issue. As far as I can see treaty between AI players is never rejected or
cancelled. It's either accepted or waits acceptance forever, even if it turns
to illegal one over time.

Main problem in such active treaties is that they block all future diplomacy
between the players (players cannot even enter ceasefire once there has been
proposal the other party didn't want to accept sometime in the past)

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[Freeciv-Dev] [bug #20761] Illegal treaty lives forever

2013-04-23 Thread Emmet Hikory
Follow-up Comment #2, bug #20761 (project freeciv):

A simple solution would seem to be to iterate over open treaties at the
beginning of players_iterate_alive{} in dai_diplomacy_actions() (near the Try
to make peace... comment), closing any that are unacceptable to the player on
whose behalf the function is running prior to determining if new clauses
should be proposed.  I'm presuming that when an AI player submits a proposal,
their evaluation loop is suspended whilst the respondant considers it, but I
haven't read enough of the AI diplomacy code to be sure of this: if this
assumption is invalid, so is this suggestion.

For AI-AI diplomacy, this would provide a mechanism to avoid the described
problem.  For AI-Human diplomacy, it would avoid Humans having unacceptable
treaty windows sit open for a long time (perhaps as a means of judging current
AI love, by whether a given pact happens to immediately be acceptable).

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[Freeciv-Dev] [patch #3721] Getting rid of move_type dependency on unitselect dialog

2013-04-23 Thread Emmet Hikory
Follow-up Comment #4, patch #3721 (project freeciv):

Not being thread safe isn't just about whether the client is multithreaded. 
The entire computational system (client+server) has at least two threads, and
if I read unit_move() correctly, send_unit_info_to_onlookers() is called a few
times before the transported units are moved, so that there is a window during
which the client sees the transporting unit moved and the transported units
not yet moved, because the client thread (the single thread of the client
process) isn't waiting for the server to finish with unit_move_handling() to
do the next action.  In practice, the situation described above would require
either extremely variable network latency or a vast disparity in computational
power between the client and the server, but this definitely conceivable with
a fast gaming PC running the client and a heavily-loaded public internet
server running on aging donated hardware in the lowest QoS band of some
oddly-connected data centre.

Note that in the situation above, although the units are on different tiles,
they still believe themselves to be transported, so by querying transport
status, the information collected can be expected to also be reliable once the
server has finished processing the move (and since the information that the
transport is no longer occupied is sent before the information that the unit
has moved, the opposite case (thinking a unit is in a transport when it has in
fact moved out) will never occur with the current code).

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[Freeciv-Dev] [bug #20744] Recursive wipe_unit() saving drowning units from calling wipe_unit()

2013-04-23 Thread Marko Lindqvist
Update of bug #20744 (project freeciv):

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


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[Freeciv-Dev] [bug #20751] assertion 'normal_player_count() = game.server.max_players' failed

2013-04-23 Thread Marko Lindqvist
Update of bug #20751 (project freeciv):

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


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[Freeciv-Dev] [patch #3721] Getting rid of move_type dependency on unitselect dialog

2013-04-23 Thread Marko Lindqvist
Follow-up Comment #5, patch #3721 (project freeciv):

Oh, you were talking about server/client sync. Yes, even though client is
single-threaded, and in that sense does a lot of things atomically, user
action can happen between any two packets from server.
As for transport and cargo being in different tiles, that can certainly happen
- we've just been fixing entire class of bugs when client does (even without
user interaction) illegal things while that's the case.

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[Freeciv-Dev] [patch #3826] Allow bases on city tiles

2013-04-23 Thread Marko Lindqvist
Follow-up Comment #14, patch #3826 (project freeciv):

Shipping rulesets have no bases surviving in the cities, but if we are adding
it as a feature for ruleset, it should work. Note that almost any ruleset
where some base can exist in city is subject to superior nation conquered
city from weaker enemy -case.
We've been trying to get major releases out more frequently, but fact is that
there usually is years between them - 2.6 release (hopefully with extras
-framework) is far away (we've not released 2.4! yet)

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[Freeciv-Dev] [patch #3877] Explain Alien ruleset unit Rex name

2013-04-23 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?3877

 Summary: Explain Alien ruleset unit Rex name
 Project: Freeciv
Submitted by: cazfi
Submitted on: Tue 23 Apr 2013 11:21:14 PM EEST
Category: rulesets
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

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Details:

Add translator comment about what the unit name Rex refers to (it's not a
King role unit, but alien equivalent of T.Rex) Add also to helptext.



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File Attachments:


---
Date: Tue 23 Apr 2013 11:21:14 PM EEST  Name: RexComment.patch  Size: 698B  
By: cazfi

http://gna.org/patch/download.php?file_id=17814

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[Freeciv-Dev] [patch #3826] Allow bases on city tiles

2013-04-23 Thread Emmet Hikory
Follow-up Comment #15, patch #3826 (project freeciv):

My apologies.  I suppose I'm used to significantly less mature projects, where
a feature freeze tends to happen only immediately prior to release (but
releases correspondingly tend to be buggier without the overlap).

Attached is a patch with the trivalue logic.  I noticed while producing this
that we unconditionally remove obsolete buildings on city takeover: while I
think it outside the scope of this patch (improvements don't currently use
negated requirements to indicate obsolescence, nor do roads/bases have a cache
of potential obsolecense conditions), it probably makes sense to review this
code section for 2.6, and give the same treatment for improvements and extras:
the new player may not want some obsolete infrastructure which no longer
provides a useful bonus (or may even cause a penalty, depending on applicable
effects).

(file #17815)
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[Freeciv-Dev] [bug #20634] City size x, citizen count y with alternating movement

2013-04-23 Thread Marko Lindqvist
Follow-up Comment #1, bug #20634 (project freeciv):

This has actually happened with all the alternating movement autogames I've
run since in S2_4, one or two every day, while there can go full week without
me seeing any other error from any of the 10 other tests.
As there's code to fix the situation once it occurs, this is not serious
enough to warrant postponing 2.4.0 release, i.e., it's not a blocker, but it
would be nice to get cleaned out if it turns out to be easy.

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[Freeciv-Dev] [patch #3872] Do not claim bases indirectly with terrain

2013-04-23 Thread Marko Lindqvist
Update of patch #3872 (project freeciv):

  Status: In Progress = Ready For Test 

___

Follow-up Comment #1:

- Converted more base claim iterations to call tile_claim_bases() instead
- Actually set tile.extras_owner when base claimed
- Fixed correct player to claim bases when loading savegame


(file #17816)
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[Freeciv-Dev] [patch #3873] Always claim created base

2013-04-23 Thread Marko Lindqvist
Follow-up Comment #1, patch #3873 (project freeciv):

- Reclaim existing bases on tile only if owner changes
- Set correct tile.extras_owner

(file #17817)
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File name: ClaimCreatedBase-2.patch   Size:1 KB


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[Freeciv-Dev] [patch #3878] Buoys without border claiming

2013-04-23 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?3878

 Summary: Buoys without border claiming
 Project: Freeciv
Submitted by: cazfi
Submitted on: Wed 24 Apr 2013 01:24:27 AM EEST
Category: rulesets
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.6.0

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Details:

Remove border claiming property from buoys in all rulesets (classic,
experimental, and civ2civ3 - multiplayer that currently has buoys disabled
handled in patch #3874)



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File Attachments:


---
Date: Wed 24 Apr 2013 01:24:27 AM EEST  Name: Buoys.patch  Size: 1kB   By:
cazfi

http://gna.org/patch/download.php?file_id=17818

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[Freeciv-Dev] [patch #3630] Add separate base owner information for tiles

2013-04-23 Thread Marko Lindqvist
Follow-up Comment #2, patch #3630 (project freeciv):

- Set correct extras_owner when creating virtual tile

(file #17819)
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[Freeciv-Dev] [bug #19846] Closing unit select dialog asserts or crashes

2013-04-23 Thread Marko Lindqvist
Follow-up Comment #8, bug #19846 (project freeciv):

gtk+ bug is now RESOLVED FIXED. That leaves us to figure out how to live with
buggy versions.
What distributions are affected? I know all too well that Debian Wheezy (to be
released 4/5 May weekend) is. Probably recent Ubuntu versions are too
(assuming they have inherited from Debian gtk+ version that has been frozen
for a long time - once Wheezy is out we hopefully get a new version soon).

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[Freeciv-Dev] [patch #3863] Document gtk3-client unit selection dialog crash

2013-04-23 Thread Marko Lindqvist
Follow-up Comment #1, patch #3863 (project freeciv):

- Reworded to make clear it's gtk+ bug, not freeciv bug
  observed with some gtk+ versions.
- Added link to gtk+ bug ticket

(file #17820)
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[Freeciv-Dev] [bug #19846] Closing unit select dialog asserts or crashes

2013-04-23 Thread Emmet Hikory
Follow-up Comment #9, bug #19846 (project freeciv):

Ubuntu and Debian historically diverge in libgtk update timing and history. 
Current revisions in releases:

Debian Wheezy: 3.4.2
Debian Experimental: 3.8.0
Ubuntu Oneiric: 3.2.0
Ubuntu Precise:3.4.2
Ubuntu Quantal: 3.6.0
Ubuntu Raring: 3.6.4

I don't have tooling to get release history for other distributions
installed.  I don't know what to do about Wheezy (would need to meet a fairly
high set of criteria to get applied), but the patch in bugzilla looks small
enough, focused enough, and safe enough that it could probably be released as
part of Precise updates, if that meets the local need.  As with the tooling,
I'm less certain how to arrange this for other distributions.

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[Freeciv-Dev] [patch #3879] Remove negated reqs{} field in favor of something semantically nicer

2013-04-23 Thread Emmet Hikory
URL:
  http://gna.org/patch/?3879

 Summary: Remove negated reqs{} field in favor of something
semantically nicer
 Project: Freeciv
Submitted by: persia
Submitted on: Wed 24 Apr 2013 09:52:01 AM JST
Category: rulesets
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

___

Details:

The semantics of the negated field in requirements really irritate me.  The
conditionals in the code generally require reverse polarity and
double-negative thinking.  Ruleset fragments need careful thought because
TRUE means that a given requirement must not be met, and FALSE means that
it must be met.


There are two ways to address this, either by enabling nreqs everywhere (as
suggested in patch #3332), or by changing the word used to be something
positive.  I've prepared patches achieving both, the first against trunk, and
the second against trunk + patch #3835 for consideration.  I don't believe
either is currently perfect for application to trunk, but thought discussion
might be improved with code to review.  Although the attached patches compile,
I have not tested them in gameplay at all.

I personally prefer the use of a positive term, as this better integrates with
my work-in-progress towards disjunctive requirements specification, but have
not successfully figured out a good word to use for this in the last few weeks
of thinking about it: candidates have been present, active, exists,
condition, test, asserted, found, and others that I dismissed before
adding them to my TODO documentation (hence the use of the easily
searchreplaceable term in the patch).  Suggestions welcomed gratefully.

Note that the introduction of nreqs uses an entirely different mechanism than
that suggested in patch #3332 (part of why I'm not reusing that ticket):
specifically reversing the polarity of ruleset defined nreqs when storing them
in the reqs vector, rather than introducing nreqs vectors everywhere (with the
need for all the attendant plumbing in requirements.c and code review of
callers).  This doesn't address the double-negation in the code, but it does
mask it from ruleset authors to some degree, making rulesets easier to both
write and read.



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File Attachments:


---
Date: Wed 24 Apr 2013 09:52:01 AM JST  Name:
0001-Drop-negated-in-favor-of-nreqs.patch  Size: 13kB   By: persia

http://gna.org/patch/download.php?file_id=17821
---
Date: Wed 24 Apr 2013 09:52:01 AM JST  Name:
0001-Rename-negated-to-something-positive.patch  Size: 37kB   By: persia

http://gna.org/patch/download.php?file_id=17822

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[Freeciv-Dev] [patch #3332] Negated requirements_vector

2013-04-23 Thread Emmet Hikory
Follow-up Comment #4, patch #3332 (project freeciv):

For completeness, although I am not in favor of nreqs{} support everywhere, I
prepared a patch with similar effect (and entirely different implementation)
as part of discussion in patch #3879.  While I don't know I will be proposing
that for inclusion, I thought that folk following here might find the
implementation interesting.

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[Freeciv-Dev] [patch #3697] When city growth is blocked, AI shouldn't give any value to food surplus

2013-04-23 Thread Emmet Hikory
Follow-up Comment #1, patch #3697 (project freeciv):

Attached is a patch that seems to work for me.  Note that the increase in
appeal for the improvements is essential here: early revisions of the patch
didn't include that, with the result that when the granary was full, the AI
deprioritised food, and then happily decided it didn't need that
Aqueduct/Sewer System so much after all, with the result that cities ended up
capped at size 8.  It still sometimes builds other things in preference to the
EFT_SIZE_ADJ improvement, but it gets around to it after what seems a
reasonable time, making me think the adjustment factor isn't horridly
imbalanced.  It may be that we don't need to always rearrange workers with a
full granary as if it was an emergency, but not doing so seemed to cause long
delays in the AI deciding to actually use more production during my testing.

(file #17823)
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[Freeciv-Dev] [patch #3879] Remove negated reqs{} field in favor of something semantically nicer

2013-04-23 Thread J. M. Gorbach
Follow-up Comment #1, patch #3879 (project freeciv):

or by changing the word used to be something positive.
I agree.
Note that the introduction of nreqs uses an entirely different mechanism than
that suggested in patch #3332
The mechanism was wrong and my original idea was confuse. My purpose was the
patch #1342, where requirement_vector nreqs replaced obsoleted_by. This was
the second step.

The first step was in patch #1339, where requirement_vector reqs replaced the
fields require_advance, need_improvement and need_government.

Same for patch #1341 and #1340.



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