[Freeciv-Dev] [bug #24316] in player_balance_treasury_units() [cityturn.c::2099]: assertion 'FALSE' failed.

2016-01-16 Thread Michal Mazurek
URL:
  

 Summary: in player_balance_treasury_units()
[cityturn.c::2099]: assertion 'FALSE' failed.
 Project: Freeciv
Submitted by: akfaew
Submitted on: Sat 16 Jan 2016 09:16:36 AM UTC
Category: general
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: S2_5
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

[code]
1: in player_balance_treasury_units() [cityturn.c::2099]: assertion 'FALSE'
failed.
1: Player sigur (nb 7) cannot have negative gold!
1: Please report this message at http://gna.org/projects/freeciv/
1: in update_city_activities() [cityturn.c::595]: assertion
'pplayer->economic.gold >= 0' failed.
1: Please report this message at http://gna.org/projects/freeciv/
[/code]
This is the longturn-patched version of S2_5, based on r31159. This is
happening on a test server with 3 minute turns running on OpenBSD. Upon saving
the game, it is indeed evident that the assertion is valid for this player:
"gold=-1". As this is a fast test game, I don't have savs leading up to this
situation. The message is shown on every TC.




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[Freeciv-Dev] [bug #24309] Freeciv-web server using max cpu

2016-01-16 Thread Sveinung Kvilhaugsvik
Follow-up Comment #13, bug #24309 (project freeciv):

(2.5 quick fix, like in Freeciv-web)
>  What happens if there's already max number of spaceship parts and some city
continues to build them?
I don't think that can happen. I think that the player will be told that the
building is "no longer available."
city_build_building() checks that can_city_build_improvement_now() before
building something. It will, via other calls, end up checking the max number
of various kinds of spaceship parts in can_player_build_improvement_direct().


(2.5 back port of 3.0/2.6 solution)
> It also doesn't exist yet.
No longer true. See comment #11.

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[Freeciv-Dev] [bug #24316] in player_balance_treasury_units() [cityturn.c::2099]: assertion 'FALSE' failed.

2016-01-16 Thread Michal Mazurek
Follow-up Comment #1, bug #24316 (project freeciv):

I have seen this before, in a previous test game. I think it happens when
players leave their kingdom unattended overnight and a couple of hundered
turns pass. I don't have any more insights though.

Sorry for the botched markup.

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[Freeciv-Dev] [bug #24309] Freeciv-web server using max cpu

2016-01-16 Thread Sveinung Kvilhaugsvik
Update of bug #24309 (project freeciv):

  Status: In Progress => Ready For Test 

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Follow-up Comment #6:

This bug can be triggered by connecting a client that launches the space ship
without placing the space ship parts. The bundled clients can be modified to
do this.

3.0 version is ready for test. 2.6 version isn't.

I suspect, but haven't verified, that this bug is present in 2.5 too. Should
the 2.5.2 release go ahead with a potential denial of service bug?

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[Freeciv-Dev] [bug #24309] Freeciv-web server using max cpu

2016-01-16 Thread Sveinung Kvilhaugsvik
Update of bug #24309 (project freeciv):

 Release:  TRUNK, 2.6 => TRUNK, 2.6, 2.5

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Follow-up Comment #7:

> I suspect, but haven't verified, that this bug is present in 2.5 too.
Verified present in 2.5

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[Freeciv-Dev] [bug #24309] Freeciv-web server using max cpu

2016-01-16 Thread Sveinung Kvilhaugsvik
Follow-up Comment #8, bug #24309 (project freeciv):

2.6 version.

(file #26351)
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Additional Item Attachment:

File name: 2.6-Detect-spaceship-part-autoplace-failure.patch Size:11 KB


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[Freeciv-Dev] [bug #24317] 22/22 bulbs in science

2016-01-16 Thread Michal Mazurek
URL:
  

 Summary: 22/22 bulbs in science
 Project: Freeciv
Submitted by: akfaew
Submitted on: Sat 16 Jan 2016 03:18:45 PM UTC
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: S2_5
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

This issue was uncovered in LT36. This is the longturn-patched version of
S2_5, based on r31159. The game runs on this ruleset:
https://github.com/longturn/games/tree/master/LT36. Some chat excerpts:

+verbose+
[16:05:16] (T11 - 08:49:35)  ::this is a new one I will get pottery in 0
turn I am at 22/22  it was 23 last turn and now down to 22 but probably by
someone who researched it this turn but before me...
[16:05:16] (T11 - 08:50:35)  Yeah
[16:05:16] (T11 - 08:50:47)  The techs become cheaper and cheaper
[16:05:16] (T11 - 08:50:56)  That changes lots of things
[16:05:16] (T11 - 08:51:44)  :yes but what is strange is that I have all
the bulbs to get the tech but I am still not getting it this turn  :-(
[16:05:16] (T11 - 08:52:05)  That's really strange
[16:05:16] (T11 - 08:52:28)  Then again there is a 10% penalty for
changing the tech targets
[16:05:16] (T11 - 08:53:00)  :a little fluke in the system which is
deciding when I get the tech.
[16:05:16] (T11 - 08:53:10)  : I did not change target
[16:05:16] (T11 - 08:53:44)  Oh
[16:05:16] (T11 - 08:54:08)  Have you tried disconnecting and
reconnecting?
[16:05:16] (T11 - 08:54:12)  :maybe if I chage and come back I will get
it haha
[16:05:16] (T11 - 08:54:18)  :*change
[16:05:16] (T11 - 08:54:34)  : lets see
[16:05:16] (T11 - 08:54:39)  : disconnect first
[16:05:16] (T11 - 08:54:48) Lost connection: pipo from XXX (client
disconnected) (player Pipo).
[16:05:16] (T11 - 08:54:58) pipo has connected from XXX (player Pipo).
[16:05:16] (T11 - 08:55:36)  : nope still at 22/22
[16:05:16] (T11 - 08:55:43)  Ceremonial Burial costs 25 to me..
Surprise surprise... I don't have CerBur :)
[16:05:16] (T11 - 08:55:59)  Probably the only level 1 tech costing
more than 22
[16:05:16] (T11 - 08:57:08)  If you pick a tech you can afford, as you
know, you will get it instantly :)
[16:05:16] (T11 - 08:57:28)  :nope , I chaged to ceremonial and I got
20/25 and then back to pottery at 22/22  
[16:05:16] (T11 - 08:58:14)  Wow... Maybe the game calculates with
sub-bulb accuracy but only shows the full bulbs
[16:05:16] (T11 - 08:58:29)  : maybe
-verbose-
+verbose+
[16:10:52]  I had experienced the same issue where I had 18 of 17 bulbs
required; had not changed techs; and had tried logging out and back in, but
still showed that I would receive the tech in 0 turns. I did get the tech the
following turn, but I had never seen this happen in any prior games, so I'm
guessing it is either version or ruleset  related.
-verbose-




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[Freeciv-Dev] [bug #24309] Freeciv-web server using max cpu

2016-01-16 Thread Sveinung Kvilhaugsvik
Update of bug #24309 (project freeciv):

 Planned Release:3.0.0, 2.6.0 => 3.0.0, 2.6.0, 2.5.x

___

Follow-up Comment #11:

Lightly tested back port to 2.5. Bigger and probably in need of more testing
than the quick fix. I may have misunderstood the 2.5 code.

One change I'm uncertain about: set retval to TRUE if placing the first
structural.

(file #26355)
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Additional Item Attachment:

File name: 2.5-Detect-spaceship-part-autoplace-failure.patch Size:13 KB


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[Freeciv-Dev] [bug #24309] Freeciv-web server using max cpu

2016-01-16 Thread Sveinung Kvilhaugsvik
Follow-up Comment #10, bug #24309 (project freeciv):

Possible quick fix for 2.5. Like the one in Freeciv-web. Will only work
against launched space ship. Assumes that handle_spaceship_place() will be a
success. Verified to work.

A back port of the solution for trunk and 2.6 would probably be better. On the
other hand I'm not sure if it would be better at this point in time. It would
be a bigger change. It also doesn't exist yet.

Jacob: what would you like to do?

(file #26354)
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Additional Item Attachment:

File name: 2.5-possible_fix.patch Size:0 KB


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[Freeciv-Dev] [bug #24309] Freeciv-web server using max cpu

2016-01-16 Thread Sveinung Kvilhaugsvik
Follow-up Comment #9, bug #24309 (project freeciv):

How to reproduce:
* apply the patch
* load the save game
* take the player "sveinung"
* turn done
* launch the space ship
* turn done

(file #26352, file #26353)
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Additional Item Attachment:

File name: 2.5_reproduce.patchSize:0 KB
File name: 2.5_romskip_pre_launch_uferdig.sav.bz2 Size:19 KB


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[Freeciv-Dev] [bug #24306] View-tab not translatable in QT client

2016-01-16 Thread Marko Lindqvist
Update of bug #24306 (project freeciv):

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


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[Freeciv-Dev] [bug #24307] City growth causes double "city_size_change" signal

2016-01-16 Thread Marko Lindqvist
Update of bug #24307 (project freeciv):

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


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[Freeciv-Dev] [patch #6104] [Killstack] Patch allows unit to escape instead of been killed

2016-01-16 Thread Sveinung Kvilhaugsvik
Update of patch #6104 (project freeciv):

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


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[Freeciv-Dev] [bug #24309] Freeciv-web server using max cpu

2016-01-16 Thread Marko Lindqvist
Follow-up Comment #12, bug #24309 (project freeciv):

> Will only work against launched space ship.

What happens if there's already max number of spaceship parts and some city
continues to build them?

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[Freeciv-Dev] [patch #6758] Notes about MSYS2 based Windows Installer build env

2016-01-16 Thread Marko Lindqvist
Update of patch #6758 (project freeciv):

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


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[Freeciv-Dev] [bug #24318] unit movement animation time too high

2016-01-16 Thread Christian Knoke
URL:
  

 Summary: unit movement animation time too high
 Project: Freeciv
Submitted by: chrisk
Submitted on: Sa 16 Jan 2016 19:13:25 CET
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: r31464
 Discussion Lock: Any
Operating System: GNU/Linux
 Planned Release: 2.5.1+

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Details:


GTK3 w/ options

Local client options are 30 ms unit animation time for movement (not battle).
Makes the game hard to play. 5 ms makes it play.

Maybe the 30 ms are a remnant in my rc files.

Christian







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