[Freeciv-Dev] [bug #21774] Pathfinding crash with 2.4.2-gtk2 Windows client
Update of bug #21774 (project freeciv): Summary: Crash with 2.4.2-gtk2 Windows client = Pathfinding crash with 2.4.2-gtk2 Windows client ___ 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. ___ Reply to this item at: http://gna.org/bugs/?21774 ___ 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 #21774] Pathfinding crash with 2.4.2-gtk2 Windows client
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(). ___ Reply to this item at: http://gna.org/bugs/?21774 ___ 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] Freeciv-web released to production
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 ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1340] Technology requirements
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. ___ Reply to this item at: http://gna.org/patch/?1340 ___ 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 #4594] Action probability for Sabotage Unit (unless it is in a city)
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 ___ Details: ___ 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 ___ Reply to this item at: http://gna.org/patch/?4594 ___ 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 #21777] adv_could_be_my_zoc() assert failure
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 ___ 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 ___ Reply to this item at: http://gna.org/bugs/?21777 ___ 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 #4595] Make alien Tunnel require TerrainClass Land
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. ___ Reply to this item at: http://gna.org/patch/?4595 ___ 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 #21777] adv_could_be_my_zoc() assert failure
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. ___ Reply to this item at: http://gna.org/bugs/?21777 ___ 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 #4595] Make alien Tunnel require TerrainClass Land
Update of patch #4595 (project freeciv): Status: In Progress = Ready For Test ___ Follow-up Comment #1: Patch (file #20292) ___ Additional Item Attachment: File name: TunnelNativity.patch Size:0 KB ___ Reply to this item at: http://gna.org/patch/?4595 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev