[Freeciv-Dev] [bug #22781] Windows start script issues

2014-10-11 Thread Frank
URL:
  http://gna.org/bugs/?22781

 Summary: Windows start script issues
 Project: Freeciv
Submitted by: dunnoob
Submitted on: Sat 11 Oct 2014 08:41:11 UTC
Category: None
Severity: 2 - Minor
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: Microsoft Windows
 Planned Release: 

___

Details:

On Windows 2.4.x and 2.5.0-beta1 install 3 scripts *.cmd to start the
corresponding (same name) binary *.exe in the same directory, e.g.,
freeciv-server.cmd for freeciv-server.exe.  The job of these scripts is to
ignore a first argument auto or to SET LANG=arg1 for any other first
argument.  After that foo.cmd starts foo.exe arg2..9.

0 The scripts should support more than eight (2..9) tokens for any options
after the first auto or locale.
0 Windows or OS/2 *.cmd should be configured as binary in SVN, because tools
on these platforms expect CR LF line ends for *.cmd scripts.
0 A ^Z (ASCII SUB) to indicate the DOS EOF is unnecessary, but no line end
at all (even no LF) for the last line is odd.
0 Changing LANG permanently is unnecessary, the script(s) should start with
setlocal.
0 if %1 NEQ auto would trigger an error for a missing first argument, and
NEQ requires enabled Windows NT cmd.exe extensions: setlocal
enableextensions can handle this.

Suggested solutions attached, three identical scripts with different names.   
   



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File Attachments:


---
Date: Sat 11 Oct 2014 08:41:11 UTC  Name: 2.4.freeciv-modpack.cmd.patch  Size:
910B   By: dunnoob

http://gna.org/bugs/download.php?file_id=22597
---
Date: Sat 11 Oct 2014 08:41:11 UTC  Name: 2.5.freeciv-mp-gtk2.cmd.patch  Size:
910B   By: dunnoob

http://gna.org/bugs/download.php?file_id=22598
---
Date: Sat 11 Oct 2014 08:41:11 UTC  Name: 2.x.freeciv-gtk2.cmd.patch  Size:
872B   By: dunnoob

http://gna.org/bugs/download.php?file_id=22599
---
Date: Sat 11 Oct 2014 08:41:11 UTC  Name: 2.x.freeciv-server.cmd.patch  Size:
878B   By: dunnoob

http://gna.org/bugs/download.php?file_id=22600

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[Freeciv-Dev] [patch #5034] User ranking rules

2014-10-11 Thread Jacob Nevins
Follow-up Comment #1, patch #5034 (project freeciv):

Unless rank a user that has played the most with a player means consecutive
play, we'd have to store an unbounded list of usernames and turns played in
the savefile. I assume pepeto intended consecutive control of a player.

To implement pepeto's proposal we'd need to store:
* Per-player last_username and longest_username (replacing ranked_username)
* For each of those, the total number of turns we've counted towards them (so
we can overwrite longest_username when last_username accrues more turns);
replaces user_turns
* The last turn number we saw last_username, so we don't count them twice on
detach/attach.
** (Can also implement the two turns consecutively rule for incrementing the
above counts; but do we need this, or is simply counting cumulative turns
possibly interspersed with AI control sufficient?)
* Per-player creation and death turns, or simply a counter that increments
every turn a player is alive -- this would also allow implementation of a
Player range for the new Age requirement.

On attach or turn change with user connected to player:
* if last_turn_number is not the current turn, increment last_username_count
** (if we want the two-consecutive-turn rule, only do this if last_turn_number
is the *last* turn; but do we increment by 2 in this case?)
* if last_username_count  longest_username_count, overwrite longest_username*
with last_username*
* set last_turn_number to current turn (unconditionally)

For delegation, I think a turn where the delegate turns up should count
towards the delegator's record, and the delegate gets no credit.

Ranking on game end:
* Only consider longest_username
* Discard longest_username_count less than 10 or less than half player alive
time (player has no ranked user in this case)
* Otherwise, longest_username is the ranked user

This has the following properties:
* (good) Longturn-style users get rankings
** Without the two-consecutive-turn rule, a user who turned up only every
other turn would get ranked. Is that good or bad?
* (?) I don't think this has the property Davide wanted in patch #3526 -- I
think he wanted the last user who controlled a player to get credit, maybe?
(Can't find original discussion on civland.org.)
* (ok) A player whose control is swapped between two users repeatedly gets no
rank. (I'd argue that the users should probably have a delegation relationship
in that case.)

(This does still allow someone to just turn up occasionally and let the AI do
all the work and get the credit, but if other full-time players score worse
than that then they probably deserve to be ranked less :)

The change of what's in the savefile means this is a 2.6 feature at the
earliest.

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[Freeciv-Dev] [patch #5034] User ranking rules

2014-10-11 Thread Jacob Nevins
Follow-up Comment #2, patch #5034 (project freeciv):

(I should say, I don't play multiplayer, so I defer to others on subjective
criteria for ranking.)

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[Freeciv-Dev] [bug #22782] multiplayer ruleset: Philosophy gives number of techs equal to team size

2014-10-11 Thread Jacob Nevins
URL:
  http://gna.org/bugs/?22782

 Summary: multiplayer ruleset: Philosophy gives number of
techs equal to team size
 Project: Freeciv
Submitted by: jtn
Submitted on: Sat 11 Oct 2014 15:42:19 BST
Category: rulesets
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: 2.4.4, 2.5.0, 2.6.0

___

Details:

A side effect of bug #22474 being fixed is that in the multiplayer ruleset,
which uses Lua scripting to give every player a free tech when they reach
philosophy, if team_pooled_research is enabled the team gets a number of techs
equal to the size of their team. I think the team should only get one tech in
this case.




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[Freeciv-Dev] [bug #22783] multiplayer ruleset: Free tech from Philosophy is not announced

2014-10-11 Thread Jacob Nevins
URL:
  http://gna.org/bugs/?22783

 Summary: multiplayer ruleset: Free tech from Philosophy is
not announced
 Project: Freeciv
Submitted by: jtn
Submitted on: Sat 11 Oct 2014 15:45:24 BST
Category: rulesets
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: S2_5 r26758
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

While testing bug #22782, I noticed that I didn't get any direct announcement
of the free tech I gained from Philosophy; I could only tell by remembering
what I had before and checking the science report.

Maybe the same applies to Darwin's Voyage; I haven't checked.

Maybe it's the Lua script's job to announce the techs?




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[Freeciv-Dev] [bug #22783] multiplayer ruleset: Free tech from Philosophy is not announced

2014-10-11 Thread Jacob Nevins
Follow-up Comment #1, bug #22783 (project freeciv):

See file #22602 for an example.

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[Freeciv-Dev] [bug #22782] multiplayer ruleset: Philosophy gives number of techs equal to team size

2014-10-11 Thread Jacob Nevins
Follow-up Comment #1, bug #22782 (project freeciv):

Attached savefile (for S2_5) demonstrates this. Hit Turn Done a couple of
times. (It's not entirely obvious due to bug #22783, so check the science
report before and after.)

(file #22602)
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Additional Item Attachment:

File name: 25_multiplayer_team_philo.sav.bz2 Size:18 KB


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[Freeciv-Dev] [bug #22158] tech_upkeep_style 'Cities' vs team_pooled_research

2014-10-11 Thread Jacob Nevins
Update of bug #22158 (project freeciv):

 Planned Release:   2.6.0 =


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[Freeciv-Dev] [bug #21038] Many GUI problems with CJK input method = replace gtk2 DLLs with version =2.24.14

2014-10-11 Thread Christian Prochaska
Follow-up Comment #59, bug #21038 (project freeciv):

Here's an installer package with the --with-included-immodules option added:
http://download.gna.org/freeciv/packages/windows/testing/Freeciv-2.4.3-win32-gtk2(2.24.20-with-included-immodules)-setup.exe

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[Freeciv-Dev] [bug #22651] The freeciv-gtk2 client crashed when trying to connect to freeciv-gtk3 server

2014-10-11 Thread Jacob Nevins
Update of bug #22651 (project freeciv):

  Status:None = Duplicate  
 Open/Closed:Open = Closed 

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Follow-up Comment #6:

Closing as duplicate as previously advertised (not enough information to act
on outstanding comment #3 / comment #4, please raise more tickets if you have
further detail).

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[Freeciv-Dev] [bug #22784] Problem configuring the Qt client

2014-10-11 Thread Christian Prochaska
Follow-up Comment #1, bug #22784 (project freeciv):

Ok, the problem was that g++ was not installed, but a symlink
/usr/local/bin/g++ - /usr/bin/ccache existed.

The configure script even detected that the C++ compiler did not work, but it
didnt abort.

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[Freeciv-Dev] [bug #22786] Manual Turn Done in AI mode not useful?

2014-10-11 Thread Jacob Nevins
URL:
  http://gna.org/bugs/?22786

 Summary: Manual Turn Done in AI mode not useful?
 Project: Freeciv
Submitted by: jtn
Submitted on: Sun 12 Oct 2014 00:18:01 BST
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: S2_5 r26758
 Discussion Lock: Any
Operating System: GNU/Linux
 Planned Release: 

___

Details:

(I may have misunderstood how this is supposed to work... can someone with a
long memory say if this is a regression?)

As I understand it, with Manual Turn Done in AI mode (the default), a user
of non-observer client attached to a player under AI control (e.g. in /away
mode) is supposed to press Turn Done every done; whereas if the option is
cleared, the client will send a turn done to the server as soon as it sees
other players are ready.

However, whenever a player is AI controlled, the Turn Done button is
insensitive (get_turn_done_button_state()). So if the option is enabled, the
only way the game will progress is if the AI-controlled player's client
detaches (or a timeout times out).

Could this be as simple as adding ai_manual_turn_done into
get_turn_done_button_state()?
(May also want a callback function on the client option to handle
transitions.)




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[Freeciv-Dev] [bug #22785] Turn Done button doesn't blink

2014-10-11 Thread Marko Lindqvist
Follow-up Comment #1, bug #22785 (project freeciv):

I'm not sure it ever worked in gtk2-client (that is: the code was probably
copied almost verbatim from gtk1.2-client). Or is it broken in client common
code? I've not seen it in xaw-client either on those rare cases where I've
launched that client. It used to be rather good feature.

Maybe the previous bug report about this was not made in gna, but on old RT?

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[Freeciv-Dev] [bug #22785] Turn Done button doesn't blink

2014-10-11 Thread Jacob Nevins
Follow-up Comment #2, bug #22785 (project freeciv):

 the code was probably copied almost verbatim from gtk1.2-client
Ah, that could explain why it looks so hacky.

 Or is it broken in client common code?
No, I think that's working (I added some debug logging).

 I've not seen it in xaw-client either on those rare cases 
 where I've launched that client.
I tried testing that, but Xaw client wasn't in a mood to give me sensitive
widgets today so I couldn't.

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[Freeciv-Dev] [bug #22786] Manual Turn Done in AI mode not useful?

2014-10-11 Thread Marko Lindqvist
Follow-up Comment #1, bug #22786 (project freeciv):

Note 1: I didn't think about this when changed code so that now also AI
players need to acknowledge their turn done (so threaded AI is not supposed to
have finished as soon as main thread has passed control to it and returned
itself). So in TRUNK this is certainly much more horribly broken than in
eaerlier branches - maybe worth separate ticket even.

Note 2: IIRC it was there even before /away mode was introduced, so it applied
to any /aitoggled player which was being watched (actually it probably
predates also separate observer connections)


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[Freeciv-Dev] [bug #22716] Science rate exceeds the maximum rate

2014-10-11 Thread Jacob Nevins
Follow-up Comment #14, bug #22716 (project freeciv):

 Actually, the /aitoggle does the trick, but not /away.
...and (the bit I was missing) if you take a player from the client UI, the
client will issue an '/away' (not '/aitoggle') to get it under human control,
if it finds it to still be AI.

Presumably if 'autotoggle' was set on the server, the tax rates bug wouldn't
have occurred (but since that's as if someone issued '/aitoggle', the skill
level bug could have occurred).

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[Freeciv-Dev] [patch #5355] multiplayer ruleset: Notify the player about techs gained by script.lua

2014-10-11 Thread Sveinung Kvilhaugsvik
URL:
  http://gna.org/patch/?5355

 Summary: multiplayer ruleset: Notify the player about techs
gained by script.lua
 Project: Freeciv
Submitted by: sveinung
Submitted on: Sun 12 Oct 2014 12:07:03 AM UTC
Category: rulesets
Priority: 5 - Normal
  Status: In Progress
 Privacy: Public
 Assigned to: sveinung
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

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Details:

Notify the player that the reason he is about to receive techs is that he has
researched Philosophy or built Darwin's Voyage.



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File Attachments:


---
Date: Sun 12 Oct 2014 12:07:03 AM UTC  Name:
0001-multiplayer-ruleset-Notify-the-player-about-techs-ga.patch  Size: 1kB  
By: sveinung

http://gna.org/patch/download.php?file_id=22605

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