[Freeciv-Dev] [bug #21774] Pathfinding crash with 2.4.2-gtk2 Windows client

2014-03-09 Thread Jacob Nevins
Update of bug #21774 (project freeciv):

 Summary: Crash with 2.4.2-gtk2 Windows client = Pathfinding
crash with 2.4.2-gtk2 Windows client

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Follow-up Comment #1:

Manually reconstructed backtrace from .RPT file:


Call stack:
00488143  _send_path_orders
0048976F  _send_goto_route
004260D8  _do_map_click
0042FD1F  _butt_down_mapcanvas
0138B916  libgtk-win32-2.0-0.dll:0138B916  gtk_marshal_VOID__UINT_STRING
63A462FC  libgobject-2.0-0.dll:63A462FCDwarf Error: found dwarf version
'48068', this reader only handles version 2 information.  g_closure_invoke
63A5D66D  libgobject-2.0-0.dll:63A5D66D  g_signal_emit_by_name
63A5CE2F  libgobject-2.0-0.dll:63A5CE2F  g_signal_emit_valist
63A5D06A  libgobject-2.0-0.dll:63A5D06A  g_signal_emit
014AB557  libgtk-win32-2.0-0.dll:014AB557  gtk_widget_get_realized
01389BA3  libgtk-win32-2.0-0.dll:01389BA3  gtk_propagate_event
0138A05F  libgtk-win32-2.0-0.dll:0138A05F  gtk_main_do_event
6C37EF6F  libgdk-win32-2.0-0.dll:6C37EF6F  gdk_event_get_graphics_expose
685F81D3  libglib-2.0-0.dll:685F81D3Dwarf Error: found dwarf version '43963',
this reader only handles version 2 information.  g_source_is_destroyed
685F8C0A  libglib-2.0-0.dll:685F8C0A  g_main_context_dispatch
685F8DE5  libglib-2.0-0.dll:685F8DE5  g_main_context_dispatch
685F91D4  libglib-2.0-0.dll:685F91D4  g_main_loop_run
01389038  libgtk-win32-2.0-0.dll:01389038  gtk_main
00405DE1  _ui_main
004074B3  _client_main
0040235B  _console_main
00402418  _WinMain@16
00401AD6  _main
004010DB  ___mingw_CRTStartup
00401158  _WinMainCRTStartup
7526336A  kernel32.dll:7526336A  BaseThreadInitThunk
772B9F72  ntdll.dll:772B9F72  RtlInitializeExceptionChain
772B9F45  ntdll.dll:772B9F45  RtlInitializeExceptionChain


There were lots of pathfinding changes that went into 2.4.2, so I'm guessing
this is some unfortunate corner case missed before release.

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[Freeciv-Dev] [bug #21774] Pathfinding crash with 2.4.2-gtk2 Windows client

2014-03-09 Thread Jacob Nevins
Follow-up Comment #2, bug #21774 (project freeciv):

Questions for the OP:

I'm guessing you're moving units by left-click-dragging them (you have
keyboardless goto enabled)?

Did you intentionally set any waypoints for your goto? (You can do this by
e.g. pressing G while holding down the left button.)

Do you remember if your submarine that moved was damaged?

A savegame would indeed be helpful at this point.



My *complete guess* at a plausible sequence of events, filling in the gaps in
the backtrace (not checked this against disassembly:


*butt_down_mapcanvas() mapctrl.c:278 (Plain LMB click)
action_button_pressed() mapctrl_common.c:551
*do_map_click() control.c:2231
do_unit_goto() control.c:2453
*send_goto_route() goto.c:1237
send_goto_path() goto.c:1048
*send_path_orders()


with the assertion failure occurring a little before the crash, when
pft_concat() is called from send_goto_route().

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[Freeciv-Dev] Freeciv-web released to production

2014-03-09 Thread Andreas Røsdal

Hi all!

I have released the current master branch in git to production, please 
give it a try here: http://play.freeciv.org/


I would be very interested in feedback about things to improve for the 
next release which effect the user experience, testing on mobile and 
tablet devices, and reports of other things you might find.


The source can as usual be found here on github:
https://github.com/freeciv/freeciv-web

Andreas

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[Freeciv-Dev] [patch #1340] Technology requirements

2014-03-09 Thread Sveinung Kvilhaugsvik
Follow-up Comment #1, patch #1340 (project freeciv):

Perhaps this should be split into smaller tasks. Would the plan below be
acceptable?

Research:
1) Introduce a new requirement vector research_req. Add ruleset loading time
checks that no tech is in it. In my view tech tree holes don't apply to
missing non tech requirements: Even if you don't have access to the ocean you
can still know that a sail can be used to make a boat move.
2) Make it well supported in the ai, help system etc. Maybe use a color in the
tech tree help to symbolize that a non tech requirement is needed?
3) Append the ruleset fields req1 and req2 to the research_req vector during
ruleset loading. Keep them like before in the rule set. Make sure that tech
req specific stuff like allow tech tree holes work as expected.
4) Remove the limit of max 2 tech requirements for a tech, allow tech
requirements in the research_req requirement vector and remove the ruleset
fields req1 and req2.

Root req:
Introduce a new requirement vector acquire_reqs for root requirements in the
same way as research_reqs.

Prevent intentionally blocking other research to gain points from Future
Techs:
Add a new effect Future_Tech to control if a player can research future techs
when there is nothing else to research. When there is no techs that can be
researched and this isn't active something else happens to the bulbs. Not sure
if they should be saved, lost or converted to something else. An alternative
is an effect that triggers the alternative behavior.

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[Freeciv-Dev] [patch #4594] Action probability for Sabotage Unit (unless it is in a city)

2014-03-09 Thread Sveinung Kvilhaugsvik
URL:
  http://gna.org/patch/?4594

 Summary: Action probability for Sabotage Unit (unless it is
in a city)
 Project: Freeciv
Submitted by: sveinung
Submitted on: Sun 09 Mar 2014 08:56:24 PM UTC
Category: None
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: sveinung
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.6.0

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Details:





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File Attachments:


---
Date: Sun 09 Mar 2014 08:56:24 PM UTC  Name:
0001-Action-probability-for-Sabotage-Unit-unless-it-is-in.patch  Size: 3kB  
By: sveinung

http://gna.org/patch/download.php?file_id=20291

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[Freeciv-Dev] [bug #21777] adv_could_be_my_zoc() assert failure

2014-03-09 Thread Marko Lindqvist
URL:
  http://gna.org/bugs/?21777

 Summary: adv_could_be_my_zoc() assert failure
 Project: Freeciv
Submitted by: cazfi
Submitted on: Mon 10 Mar 2014 12:19:39 AM 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: 2.5.0, 2.6.0

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Details:

assertion 'is_ground_unit()' failed.

S2_5, Alien ruleset.
Unit type is Cyborgs, class Earthly

Suspicious thing in uclass:
move_type=UMT_BOTH
despite
adv.land_move=MOVE_PARTIAL, adv.sea_move=MOVE_NONE





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[Freeciv-Dev] [patch #4595] Make alien Tunnel require TerrainClass Land

2014-03-09 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?4595

 Summary: Make alien Tunnel require TerrainClass Land
 Project: Freeciv
Submitted by: cazfi
Submitted on: Mon 10 Mar 2014 12:34:29 AM EET
Category: rulesets
Priority: 5 - Normal
  Status: In Progress
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.5.0, 2.6.0

___

Details:

Noticed when debugging bug #21777:
As road type Tunnel require Land terrain only via TerrainFlag Radiating
requirement, unit move type gets automatically determined as Both.

We might improve the heuristics later, but first fix would be to just add
TerrainClass Land explicit requirement for Tunnel.





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[Freeciv-Dev] [bug #21777] adv_could_be_my_zoc() assert failure

2014-03-09 Thread Marko Lindqvist
Follow-up Comment #1, bug #21777 (project freeciv):

 Suspicious thing in uclass:
 move_type=UMT_BOTH
 despite
 adv.land_move=MOVE_PARTIAL, adv.sea_move=MOVE_NONE

This is now patch #4595 - doesn't fix the original problem of unit with
UMT_BOTH ending to failing assert. Most likely the assert itself is wrong and
should be removed, but can't tell for sure.

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[Freeciv-Dev] [patch #4595] Make alien Tunnel require TerrainClass Land

2014-03-09 Thread Marko Lindqvist
Update of patch #4595 (project freeciv):

  Status: In Progress = Ready For Test 

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Follow-up Comment #1:

Patch

(file #20292)
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Additional Item Attachment:

File name: TunnelNativity.patch   Size:0 KB


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