[Freeciv-Dev] [bug #22359] Infinite loop in pick_random_tech

2014-07-17 Thread Andreas Rosdal
URL:
  http://gna.org/bugs/?22359

 Summary: Infinite loop in pick_random_tech
 Project: Freeciv
Submitted by: andreasr
Submitted on: Thu 17 Jul 2014 07:16:55 PM UTC
Category: freeciv-web
Severity: 4 - Important
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: GNU/Linux
 Planned Release: 

___

Details:

After updating to the latest SVN trunk version of Freeciv in Freeciv-web, many
servers sometimes become stuck in infinite lopps using 100% CPU, in
pick_random_tech it seems. 
Current trunk svn revision 25603. This problem leads to an unstable server.

Here are two separate backtraces generated from servers running on 100% CPU:

pick_random_tech (plr=plr@entry=0x28434d0) at techtools.c:842
842 techtools.c: No such file or directory.
(gdb) bt full
#0  pick_random_tech (plr=plr@entry=0x28434d0) at techtools.c:842
i = 78
presearch = 0x8f4c60 research_array
chosen = optimized out
researchable = 0
__FUNCTION__ = pick_random_tech
#1  0x0041b9c0 in choose_random_tech (plr=plr@entry=0x28434d0) at
techtools.c:927
research = 0x8f4c60 research_array
#2  0x0040c258 in end_phase () at srv_main.c:1078
next_tech = optimized out
presearch = optimized out
MY_i = 84
pplayer = 0x28434d0
#3  srv_running () at srv_main.c:2481
save_counter = 1
i = optimized out
is_new_turn = true
skip_mapimg = false
eot_timer = optimized out
need_send_pending_events = false
#4  srv_main () at srv_main.c:2950
__FUNCTION__ = srv_main
#5  0x00405591 in main (argc=17, argv=0x7fff9fdf5058) at
civserver.c:456
inx = 17
showhelp = optimized out
showvers = optimized out
option = optimized out
__FUNCTION__ = main






221 research.c: No such file or directory.
(gdb) bt full
#0  research_invention_state (presearch=presearch@entry=0x8f4c60
research_array, tech=tech@entry=75) at research.c:221
No locals.
#1  0x0041a502 in pick_random_tech (plr=plr@entry=0x28434d0) at
techtools.c:843
i = 75
presearch = 0x8f4c60 research_array
chosen = optimized out
researchable = 0
__FUNCTION__ = pick_random_tech
#2  0x0041b9c0 in choose_random_tech (plr=plr@entry=0x28434d0) at
techtools.c:927
research = 0x8f4c60 research_array
#3  0x0040c258 in end_phase () at srv_main.c:1078
next_tech = optimized out
presearch = optimized out
MY_i = 84
pplayer = 0x28434d0
#4  srv_running () at srv_main.c:2481
save_counter = 1
i = optimized out
is_new_turn = true
skip_mapimg = false
eot_timer = optimized out
need_send_pending_events = false
#5  srv_main () at srv_main.c:2950
__FUNCTION__ = srv_main
#6  0x00405591 in main (argc=17, argv=0x7fff9fdf5058) at
civserver.c:456
inx = 17
showhelp = optimized out
showvers = optimized out
option = optimized out
__FUNCTION__ = main





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[Freeciv-Dev] [bug #22230] pf_normal_map_move_cost crash

2014-06-23 Thread Andreas Rosdal
Update of bug #22230 (project freeciv):

Severity:  3 - Normal = 5 - Blocker


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[Freeciv-Dev] [bug #22230] pf_normal_map_move_cost crash

2014-06-22 Thread Andreas Rosdal
Follow-up Comment #1, bug #22230 (project freeciv):

Here are two backtraces showing crashes in pf_normal_map_move_cost, generated
from core dumps from Freeciv-web running SVN revision 25224.

#0  pf_normal_map_iterate_until (ptile=0x0, pfnm=0x25bf2c0) at
path_finding.c:684
pfm = 0x25bf2c0
node = optimized out
#1  pf_normal_map_move_cost (pfm=0x25bf2c0, ptile=0x0) at path_finding.c:722
pfnm = 0x25bf2c0
#2  0x004e105b in find_nearest_safe_city (punit=punit@entry=0x2561ed0)
at aiunit.c:1560
_MY_pf_map_ = 0x25bf2c0
ptile = 0x0
move_cost = optimized out
parameter = {start_tile = 0x284a9b8, moves_left_initially = 3,
fuel_left_initially = 1, move_rate = 3, fuel = 1,
  owner = 0x40a5e60, uclass = 0xa3c280 unit_classes+160, unit_flags
= {vec = \000\000\000\000\000\000\000},
  omniscience = true, get_MC = 0x576c70 normal_move, unknown_MC =
18, get_TB = 0x0, get_EC = 0x0,
  can_invade_tile = 0x546c70 player_can_invade_tile, get_zoc =
0x5567b0 is_my_zoc, is_pos_dangerous = 0x0,
  get_moves_left_req = 0x0, get_costs = 0x0, data = 0x0}
pfm = 0x25bf2c0
pplayer = 0x40a5e60
pcity = optimized out
best_city = 0x0
best = 10
cur = optimized out
#3  0x004e142e in dai_military_attack (ait=ait@entry=0x8c2980
ai_types, pplayer=pplayer@entry=0x40a5e60,
punit=punit@entry=0x2561ed0) at aiunit.c:1765
dest_tile = 0x284a9b8
id = 287
ct = optimized out
pcity = 0x0
__FUNCTION__ = dai_military_attack
#4  0x004e25e2 in dai_manage_military (ait=ait@entry=0x8c2980
ai_types, pplayer=pplayer@entry=0x40a5e60,
punit=punit@entry=0x2561ed0) at aiunit.c:2348
id = 287
__FUNCTION__ = dai_manage_military
#5  0x004e39af in dai_manage_unit (ait=ait@entry=0x8c2980 ai_types,
pplayer=pplayer@entry=0x40a5e60,
punit=punit@entry=0x2561ed0) at aiunit.c:2546
bodyguard = optimized out
is_ferry = optimized out
__FUNCTION__ = dai_manage_unit
#6  0x004e577c in dai_manage_units (ait=ait@entry=0x8c2980 ai_types,
pplayer=pplayer@entry=0x40a5e60)
at aiunit.c:2677
punit = 0x2561ed0
punit_numbers = 0x7fff34a50df8
punit_index = optimized out
#7  0x004d2d47 in dai_do_first_activities (ait=0x8c2980 ai_types,
pplayer=pplayer@entry=0x40a5e60)
at aihand.c:736
No locals.
#8  0x004a3c13 in cai_do_first_activities (pplayer=0x40a5e60) at
classicai.c:389
No locals.
#9  0x0040bc22 in ai_start_phase () at srv_main.c:816
_plr_ = 0x40a5e60
MY_i = 79
pplayer = 0x40a5e60
#10 begin_phase (is_new_phase=true) at srv_main.c:979
No locals.
#11 srv_running () at srv_main.c:2367
save_counter = 1
i = optimized out
is_new_turn = true
skip_mapimg = false
eot_timer = optimized out
need_send_pending_events = false
#12 srv_main () at srv_main.c:2901
__FUNCTION__ = srv_main
#13 0x004055b1 in main (argc=17, argv=0x7fff34a51128) at
civserver.c:456
inx = 17
showhelp = optimized out
showvers = optimized out
option = optimized out
__FUNCTION__ = main













#0  pf_normal_map_iterate_until (ptile=0x0, pfnm=0x3037ed0) at
path_finding.c:684
pfm = 0x3037ed0
node = optimized out
#1  pf_normal_map_move_cost (pfm=0x3037ed0, ptile=0x0) at path_finding.c:722
pfnm = 0x3037ed0
#2  0x004ded73 in look_for_charge (ait=ait@entry=0x8c2980 ai_types,
pplayer=pplayer@entry=0x1daf6f0,
punit=punit@entry=0x2d8ee00, aunit=aunit@entry=0x7fff26e55918,
acity=acity@entry=0x7fff26e55910) at aiunit.c:709
_MY_pf_map_ = 0x3037ed0
ptile = 0x0
move_cost = optimized out
parameter = {start_tile = 0x262cab0, moves_left_initially = 3,
fuel_left_initially = 1, move_rate = 3, fuel = 1,
  owner = 0x1daf6f0, uclass = 0xa3c280 unit_classes+160, unit_flags
= {vec = \000\000\000\000\000\000\000},
  omniscience = true, get_MC = 0x576c70 normal_move, unknown_MC =
18, get_TB = 0x0, get_EC = 0x0,
  can_invade_tile = 0x546c70 player_can_invade_tile, get_zoc =
0x5567b0 is_my_zoc, is_pos_dangerous = 0x0,
  get_moves_left_req = 0x0, get_costs = 0x0, data = 0x5}
pfm = 0x3037ed0
pcity = optimized out
best_data = 0x0
toughness = 100
def = optimized out
best_def = -1
max_move_cost = 143313408
__FUNCTION__ = look_for_charge
#3  0x004e2908 in dai_military_findjob (punit=0x2d8ee00,
pplayer=0x1daf6f0, ait=0x8c2980 ai_types)
at aiunit.c:866
acity = 0x0
aunit = 0x0
punittype = 0xa3e6f0 unit_types+4368
#4  dai_manage_military (ait=ait@entry=0x8c2980 ai_types,
pplayer=pplayer@entry=0x1daf6f0, punit=punit@entry=0x2d8ee00)
at aiunit.c:2333
id = 560
__FUNCTION__ = dai_manage_military
#5  

[Freeciv-Dev] [bug #22230] pf_normal_map_move_cost crash

2014-06-22 Thread Andreas Rosdal
Follow-up Comment #3, bug #22230 (project freeciv):

Here's a similar backtrace in the pathfinding code:

#0  0x004ce912 in aiferry_find_boat (ait=ait@entry=0x8c2980
ai_types, punit=punit@entry=0x24e3660,
cap=cap@entry=1, path=path@entry=0x0) at aiferry.c:555
radius = optimized out
_MY_pf_map_ = 0x289ba80
pos = {tile = 0x7c, turn = 38680160, moves_left = 0, fuel_left = 35,
total_MC = 0, total_EC = 239839072,
  dir_to_next_pos = 32592, dir_to_here = 800}
best_turns = 10
best_id = 0
param = {start_tile = 0x2bffa38, moves_left_initially = 3,
fuel_left_initially = 1, move_rate = 3, fuel = 1,
  owner = 0x1e43f50, uclass = 0xa3c280 unit_classes+160, unit_flags
= {vec = \000\000\000\000\000\000\000},
  omniscience = true, get_MC = 0x4cdf80 combined_land_sea_move,
unknown_MC = 18,
  get_TB = 0x5770e0 no_fights_or_unknown, get_EC = 0x4ce0e0
sea_move,
  can_invade_tile = 0x546ca0 player_can_invade_tile, get_zoc =
0x5567e0 is_my_zoc, is_pos_dangerous = 0x0,
  get_moves_left_req = 0x0, get_costs = 0x0, data = 0x3af1510}
search_map = 0x289ba80
pplayer = optimized out
ferryboat = optimized out
__FUNCTION__ = aiferry_find_boat
#1  0x004e00ae in find_something_to_kill (ait=ait@entry=0x8c2980
ai_types, pplayer=pplayer@entry=0x1e43f50,
punit=punit@entry=0x24e3660, pdest_tile=pdest_tile@entry=0x7fff82bfe2a8,
ppath=ppath@entry=0x7fff82bfe2b0,
pferrymap=pferrymap@entry=0x0, pferryboat=pferryboat@entry=0x7fff82bfe2b8,
pboattype=pboattype@entry=0x0,
pmove_time=pmove_time@entry=0x0) at aiunit.c:1216
attack_value = 30
parameter = {start_tile = 0x2bffa38, moves_left_initially = 3,
fuel_left_initially = 1, move_rate = 3, fuel = 1,
  owner = 0x1e43f50, uclass = 0xa3c280 unit_classes+160, unit_flags
= {vec = \000\000\000\000\000\000\000},
  omniscience = true, get_MC = 0x5764e0 attack_move, unknown_MC =
18, get_TB = 0x0, get_EC = 0x0,
  can_invade_tile = 0x546ca0 player_can_invade_tile, get_zoc =
0x5567e0 is_my_zoc, is_pos_dangerous = 0x0,
  get_moves_left_req = 0x0, get_costs = 0x0, data = 0x0}
punit_map = 0x3af1510
ferry_map = optimized out
pos = {tile = 0x2e, turn = 61805840, moves_left = 0, fuel_left = 900,
total_MC = 3, total_EC = 1,

  dir_to_next_pos = DIR8_NORTH, dir_to_here = 900}
punit_class = 0xa3c280 unit_classes+160
punit_type = 0xa3e960 unit_types+4992
punit_tile = 0x2bffa38
boattype = 0x0
ferryboat = 0x0
pcity = optimized out
bcost = 30
handicap = true
unhap = false
harbor = false
go_by_boat = optimized out
vulnerability = optimized out
benefit = optimized out
pdefender = optimized out
move_time = optimized out
reserves = optimized out
attack = optimized out
victim_count = optimized out
needferry = optimized out
bk = 0
want = optimized out
best = 0
goto_dest_tile = 0x0
__FUNCTION__ = find_something_to_kill
#2  0x004e11de in dai_military_attack (ait=ait@entry=0x8c2980
ai_types, pplayer=pplayer@entry=0x1e43f50,
punit=punit@entry=0x24e3660) at aiunit.c:1692
start_tile = 0x2bffa38
path = 0x0
ferryboat = 0x0
dest_tile = 0x2bffa38

id = 1247
ct = 10
pcity = 0x0
__FUNCTION__ = dai_military_attack
#3  0x004e2612 in dai_manage_military (ait=ait@entry=0x8c2980
ai_types, pplayer=pplayer@entry=0x1e43f50,
punit=punit@entry=0x24e3660) at aiunit.c:2348
id = 1247
__FUNCTION__ = dai_manage_military
#4  0x004e39df in dai_manage_unit (ait=ait@entry=0x8c2980 ai_types,
pplayer=pplayer@entry=0x1e43f50,
punit=punit@entry=0x24e3660) at aiunit.c:2546
bodyguard = optimized out
is_ferry = optimized out
__FUNCTION__ = dai_manage_unit
#5  0x004e57ac in dai_manage_units (ait=ait@entry=0x8c2980 ai_types,
pplayer=pplayer@entry=0x1e43f50)
at aiunit.c:2677
punit = 0x24e3660
punit_numbers = 0x7fff82bfe578
punit_index = optimized out
#6  0x004d2587 in dai_do_first_activities (ait=0x8c2980 ai_types,
pplayer=pplayer@entry=0x1e43f50)
at aihand.c:736
No locals.
#7  0x004a33e3 in cai_do_first_activities (pplayer=0x1e43f50) at
classicai.c:389
No locals.
#8  0x0040b442 in ai_start_phase () at srv_main.c:816
_plr_ = 0x1e43f50
MY_i = 92
pplayer = 0x1e43f50
#9  begin_phase (is_new_phase=true) at srv_main.c:979
No locals.
#10 srv_running () at srv_main.c:2367
save_counter = 1


at aiunit.c:2677
punit = 0x24e3660
punit_numbers = 0x7fff82bfe578
punit_index = optimized out
#6  0x004d2587 in dai_do_first_activities (ait=0x8c2980 ai_types,
pplayer=pplayer@entry=0x1e43f50)

[Freeciv-Dev] [bug #22180] Server crashes after first turn in a new game.

2014-06-16 Thread Andreas Rosdal
Follow-up Comment #23, bug #22180 (project freeciv):

The same crash also occurs very often on the Freeciv-web servers running on
http://play.freeciv.org. It's running Freeciv server revision 25147. It
happens very often now, so a quick fix would be nice.

Here's a backtrace from a coredump:

#0  0x0048bf7c in sg_save_player_main (plr=plr@entry=0x21e2b70,
saving=0x194cce0) at savegame2.c:4086
tr = TRAIT_EXPANSIONIST
j = 0
i = optimized out
plrno = optimized out
ship = 0x21e2d40
#1  0x0048c6ed in sg_save_players (saving=saving@entry=0x194cce0) at
savegame2.c:3532
pplayer = 0x21e2b70
_pslot = 0x13411f0
#2  0x0048f1aa in savegame2_save_real (scenario=optimized out,
save_reason=0x2c2d2c2d2c2d2c2d error: Cannot access memory at address
0x2c2d2c2d2c2d2c2d, file=0x1c)
at savegame2.c:606
saving = 0x194cce0
#3  savegame2_save (file=file@entry=0x194d600,
save_reason=save_reason@entry=0x58cd28 User request,
scenario=scenario@entry=false) at savegame2.c:505
__FUNCTION__ = savegame2_save
#4  0x00409334 in save_game (username=username@entry=0x7fff9c7abcb0
ishango,
save_reason=save_reason@entry=0x58cd28 User request,
scenario=scenario@entry=false) at srv_main.c:1284
filepath = ishango\000\000\000\000\000\377\177, '\000' repeats 26
times,
%-\\\000\000\000\000\000\377\377\377\377\377\377\377\377c\000\000\000\000\000\000\000\003\000\000\000\377\177
, '\000' repeats 13 times, \n\000\000\000\360#\\, '\000' repeats 13
times,
\a\000\000\000\000\000\000\000\370#\\\000\000\000\000\000\227\271z\234\377\177\000\000\030\000\000\000\060\000\000\000p\273z\234\377\177\000\000\260\272z\234\377\177,
'\000' repeats 38 times, \377\177\000\000\000\000\000\000\000\000 , '\000'
repeats 21 times...
dot = optimized out
filename = optimized out
file = 0x194d600
timer_cpu = 0x1949c80
timer_user = 0x137e1b0
__FUNCTION__ = save_game
#5  0x00416af7 in save_command (caller=0x0, check=false,
arg=0x7fff9c7abcb0 ishango) at stdinhand.c:739
No locals.
#6  handle_stdin_input_real (caller=caller@entry=0x0,
str=str@entry=0x7fff9c7acb70 save ishango,
check=check@entry=false, read_recursion=read_recursion@entry=0) at
stdinhand.c:4316
command =
save\000\377\377\377\303\005\000\000\000\000\000\000#\000\000\000\000\000\000\000h\265V\000\000\000\000\000\000\236\245\000\000\000\000\000\212\275z\234\377\177\000\000=\000\000\000\000\000\000\000\022\266V\000\00

0\000\000\000\016\000\000\000\000\000\000\000\060\000\000\000\060\000\000\000ػz\234\377\177\000\000\020\273z\234\377\177\000\000\000\000\000\000\000\000\000\000p\275z\234\377\177\000\000\065\000\000\000\000\000\000\000\000\000\000\000\000\000\000/\000\000\000\000\000\000\000\245#\\\000\000\000\000\000\001\000\000\000\000\000\000\000\000\325z\234\377\177\000\000t\275z\234\377\177\000\000\377\377\377\377\000\000\000\000d\325z\234\377\177\000\000\\\231V\000\000\000\000\000\274\273z\234\377\177\000\000\233...
arg =
ishango\000\000\000\000\000\000\000\000\000\377\377\377\377\377\377\377\377\000\000\000\000\000\000\000\000\016\000\000\000\000\000\000\000@\027\203\000\000\000\000\000\377\377\377\377\377\177\000\000p\230\026\002\000\000\000\000p\230\026\002\000\000\000\000\340\017\304\071`\177,
'\000' repeats 11 times,
\006\000\000\000\000\000\000p\275z\234\377\177\000\000\331eR\000\000\000\000\000k$\\\000\000\000\000\000\000\062\260\332\003/)\276\000\000\000\000\000\000\000\000@\027\203\000\000\000\000\000\360\303z\234\377\177\000\000\233f@\000\000\000\000\000font
color=\#00\ bg=\#C8FFD5\Vote ...
allargs =
ishango\000\000\000\000\000\000\000\000\000@\027\203\000\000\000\000\000\030\000\000\000\000\000\000\000\377\377\377\377\000\000\000\000\377\377\377\377\377\377\377\377\200'\361:`\177\000\000\340\017\304\071`\177\000\000\000\000\000\000\000\000\000\000\070\002,
'\000' repeats 79 times,
\002\000\000\000\000\000\000`\331z\234\377\177\000\000\000\340z\234\377\177\000\000`\331z\234\377\177\000\000`֔\001\000\000\000\000\377\377\377\377i\000\000\000\377\377\377\377...
full_command = save
ishango\000\000\000\000\332\017\000\000\000\000\000\000\020\000\000\000\000\000\000\000\000\310z\234\377\177\000\000(5P\000\000\000\000\000\332\017\000\000\000\000\000\000@\027\203,
'\000' repeats 13 times,  \251\365\002\000\000\000\000
\251\365\002\000\000\000\000\332\017\000\000\000\000\000\000@\027\203, '\000'
repeats 21 times,
\207\373Q\000\000\000\000\000\000\310z\234\377\177\000\000\260\224\224\001\000\000\000\000\000@\000\000\000\000\000\000\332\017\000\000\000\000\000\000\002\000\000\000\000\000\000\000\000\061\060\060\061,10\017\332\000\020{\cooling\:0,\add_to...
cptr_s = optimized out
cptr_d = optimized out
i = optimized out
cmd = optimized out
level = optimized out
__FUNCTION__ = handle_stdin_input_real
#7  0x00419ada in handle_stdin_input 

[Freeciv-Dev] [bug #22180] Server crashes after first turn in a new game.

2014-06-16 Thread Andreas Rosdal
Follow-up Comment #24, bug #22180 (project freeciv):

I have created a patch which I'm currently running on the Freeciv-web server,
and it seems to have stopped all the segmentation-faults. It checks if
plr-ai_common.traits is NULL. I'm not sure if it is the perfect solution, but
it seems to solve the crashes at least.
Here's the patch:
https://github.com/freeciv/freeciv-web/blob/master/freeciv/patches/ai_traits_crash.patch

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[Freeciv-Dev] [bug #22186] Rising sea levels leave specials on ocean tiles

2014-06-15 Thread Andreas Rosdal
Update of bug #22186 (project freeciv):

Category:None = freeciv-web

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Follow-up Comment #2:

I'll fix this client-side then. Thanks.

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[Freeciv-Dev] [bug #22186] Rising sea levels leave specials on ocean tiles

2014-06-14 Thread Andreas Rosdal
URL:
  http://gna.org/bugs/?22186

 Summary: Rising sea levels leave specials on ocean tiles
 Project: Freeciv
Submitted by: andreasr
Submitted on: Sat 14 Jun 2014 07:39:54 AM UTC
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: 

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Details:

In late Freeciv games where the sea level has risen a lot, specials can be
seen on many ocean tiles. For example, wheat, buffalo and fruits are seen on
ocean tiles in the attached screenshot.



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File Attachments:


---
Date: Sat 14 Jun 2014 07:39:54 AM UTC  Name: freeciv-specials-in-water.jpg 
Size: 1022kB   By: andreasr

http://gna.org/bugs/download.php?file_id=21000

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[Freeciv-Dev] [bug #22096] Inconsistent game settings in scenarios

2014-05-27 Thread Andreas Rosdal
URL:
  http://gna.org/bugs/?22096

 Summary: Inconsistent game settings in scenarios
 Project: Freeciv
Submitted by: andreasr
Submitted on: Tue 27 May 2014 06:58:43 PM UTC
Category: general
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: Any
 Planned Release: 

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Details:

The settings in the bundled scenarios in Freeciv are not consistent, for
example there are different border settings and starting units in different
savegames. I see no reason why this should vary between the different
savegames.




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[Freeciv-Dev] [bug #22040] AI creates too many triremes

2014-05-14 Thread Andreas Rosdal
URL:
  http://gna.org/bugs/?22040

 Summary: AI creates too many triremes
 Project: Freeciv
Submitted by: andreasr
Submitted on: Wed 14 May 2014 08:31:17 PM UTC
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: 

___

Details:

I've seen many games recently where the AI creates way too many triremes,
which it moves around aimlessly on the map. See the screenshot. On the
screenshot there are probably around 30 triremes. This is from the latest
Freeciv C server SVN trunk revision, running on Freeciv-web. I think it's some
kind of bug in the AI code related to transports and boats.

I don't have a savegame of this at the moment, but I've seen it in quite a few
games recently and it should be possible to reproduce.



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---
Date: Wed 14 May 2014 08:31:17 PM UTC  Name: lots-of-boats.png  Size: 662kB  
By: andreasr

http://gna.org/bugs/download.php?file_id=20738

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[Freeciv-Dev] [bug #22015] Nation color in ruleset based on most common color from nation flag

2014-05-06 Thread Andreas Rosdal
URL:
  http://gna.org/bugs/?22015

 Summary: Nation color in ruleset based on most common color
from nation flag
 Project: Freeciv
Submitted by: andreasr
Submitted on: Tue 06 May 2014 07:21:59 PM UTC
Category: general
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: 

___

Details:

I would like the player's nation color to be chosen from one or a few of the
most common colors in the nation's flag, and that color stored in the ruleset.
For Freeciv players it will be easier to find players on the minimap. It will
also be easier to remember players in the game if their color is based on
their flag. At the moment there is a separate column in the nations dialog
listing each players color, and this extra color is extra information about a
player which adds no value. 

When selecting a nation color, steps would have to be taken to reduce the
number of color collisions between nation colors.

Perhaps a script could be created to iterate over all the nations, determine a
nation color based on the nation's flag, while also keeping the number of
color collisions to a minimum, then write that color back to the nations
ruleset file.




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[Freeciv-Dev] [bug #21900] Segmentation fault in utype_has_flag in Freeciv-web

2014-04-14 Thread Andreas Rosdal
Follow-up Comment #5, bug #21900 (project freeciv):

I think I have found a solution to this problem. I have created a patch for
Freeciv-web, which can be found here:

https://github.com/freeciv/freeciv-web/blob/b9dd9655290207532ca50861e4bb78d2da9be1b2/freeciv/patches/action_prob_crash.patch

The same patch can be applied to Freeciv SVN trunk, I think. 
If you see the code here:
http://svn.gna.org/viewcvs/freeciv/trunk/server/unithand.c
there is a comment about Check if the request is valid., but the function
should return and not continue if the request is invalid.

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[Freeciv-Dev] [bug #21900] Segmentation fault in utype_has_flag in Freeciv-web

2014-04-14 Thread Andreas Rosdal
Follow-up Comment #7, bug #21900 (project freeciv):

patch attached!

(file #20514)
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File name: action_prob_crash.patchSize:0 KB


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[Freeciv-Dev] [bug #21900] Segmentation fault in utype_has_flag in Freeciv-web

2014-04-11 Thread Andreas Rosdal
Follow-up Comment #4, bug #21900 (project freeciv):

Thanks! You understood what I meant correctly!

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[Freeciv-Dev] [bug #21900] Segmentation fault in utype_has_flag in Freeciv-web

2014-04-10 Thread Andreas Rosdal
Follow-up Comment #2, bug #21900 (project freeciv):

Here's a related stack trace from a segmentation fault crash, also in
action_prob() and handle_unit_get_actions() in actions.c


Program terminated with signal 11, Segmentation fault.
#0  0x08198459 in player_has_real_embassy (pplayer=pplayer@entry=0x0,
pplayer2=pplayer2@entry=0x9d134f8)
at player.c:189
No locals.
#1  0x0819849e in player_has_embassy (pplayer=0x0, pplayer2=0x9d134f8) at
player.c:178
No locals.
#2  0x08145591 in can_see_techs_of_target (pow_player=pow_player@entry=0x0,
target_player=target_player@entry=0x9d134f8) at metaknowledge.c:247
No locals.
#3  0x0812b268 in tech_can_be_stolen (target_player=0x9d134f8,
actor_player=0x0) at actions.c:447
No locals.
#4  action_prob (wanted_action=wanted_action@entry=ACTION_SPY_STEAL_TECH,
actor_player=0x0,
actor_tile=actor_tile@entry=0x0, actor_unit=actor_unit@entry=0x0,
target_player=target_player@entry=0x9d134f8,
target_city=target_city@entry=0xaf50ec0,
target_tile=target_tile@entry=0x9db5a80,
target_unit=target_unit@entry=0x0, target_specialist=0x0,
target_output=0x0, target_building=0x0, actor_specialist=0x0,
actor_output=0x0, actor_building=0x0,
actor_city=0x0) at actions.c:609
known = 2
chance = 254
#5  0x0812bb40 in action_prob_vs_city (actor_unit=actor_unit@entry=0x0,
action_id=action_id@entry=7,
target_city=target_city@entry=0xaf50ec0) at actions.c:660
No locals.
#6  0x080e0180 in handle_unit_get_actions (pc=pc@entry=0x82977a0
connections, actor_unit_id=663,
target_tile_id=11062) at unithand.c:239
act = 7
actor_player = optimized out
actor_unit = 0x0
target_tile = optimized out
probabilities = {255, 0, 0, 255, 255, 255, 255, 0, 0, 0}
target_unit = 0x0
target_city = 0xaf50ec0
#7  0x0809d879 in server_handle_packet
(type=type@entry=PACKET_UNIT_GET_ACTIONS,
packet=packet@entry=0xb043938, pplayer=pplayer@entry=0xa2e58d0,
pconn=pconn@entry=0x82977a0 connections) at hand_gen.c:250
No locals.
#8  0x08051608 in server_packet_input (pconn=pconn@entry=0x82977a0
connections, packet=0xb043938,
type=87) at srv_main.c:1702
pplayer = 0xa2e58d0
__FUNCTION__ = server_packet_input
#9  0x080d58c7 in incoming_client_packets (pconn=optimized out) at
sernet.c:450
command_ok = optimized out
packet = {data = 0xb043938, type = PACKET_UNIT_GET_ACTIONS}
#10 server_sniff_all_input () at sernet.c:842
pconn = 0x82977a0 connections
nb = optimized out
i = optimized out
s = optimized out
max_desc = optimized out
readfs = {fds_bits = {128, 0 repeats 31 times}}
writefs = {fds_bits = {0 repeats 32 times}}
exceptfs = {fds_bits = {0 repeats 32 times}}
tv = {tv_sec = 0, tv_usec = 98}
__FUNCTION__ = server_sniff_all_input
#11 0x08052e2d in srv_running () at srv_main.c:2401
save_counter = 1
i = optimized out
is_new_turn = true
skip_mapimg = false
eot_timer = optimized out
need_send_pending_events = false
#12 srv_main () at srv_main.c:2879
__FUNCTION__ = srv_main
#13 0x0804cb02 in main (argc=17, argv=0xbf974d94) at civserver.c:458
inx = 17
showhelp = optimized out
showvers = optimized out
option = optimized out
__FUNCTION__ = main



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[Freeciv-Dev] [bug #21900] Segmentation fault in utype_has_flag in Freeciv-web

2014-04-09 Thread Andreas Rosdal
URL:
  http://gna.org/bugs/?21900

 Summary: Segmentation fault in utype_has_flag in Freeciv-web
 Project: Freeciv
Submitted by: andreasr
Submitted on: Wed 09 Apr 2014 04:31:13 PM UTC
Category: freeciv-web
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: GNU/Linux
 Planned Release: 

___

Details:

Hi!

I get some segmentation faults in utype_has_flag in unittype.c, for some
Freeciv-web games. This is from Freeciv revision 24737 running on the
production server http//play.freeciv.org/

Any help fixing this? I'm not sure if this is a Freeciv-web specific bug, or a
general problem in the Freeciv C server. I vaguely remember some segmentation
fault fixes in action_prob recently, perhaps this is related.

Backtrace generated from coredump:

Program terminated with signal 11, Segmentation fault.
#0  0x081ac007 in utype_has_flag (punittype=0x0, flag=23) at unittype.c:190
flag = 23
punittype = 0x0
#1  0x0812b228 in ap_diplomat_battle (pdefender=0x95ba150, pattacker=0x0)
at actions.c:481
chance = optimized out
#2  action_prob (wanted_action=wanted_action@entry=ACTION_SPY_SABOTAGE_UNIT,
actor_player=0x0, actor_tile=actor_tile@entry=0x0,
actor_unit=actor_unit@entry=0x0,
target_player=target_player@entry=0x9d49048,
target_city=target_city@entry=0x9a41208,
target_tile=target_tile@entry=0xb692e2d0,
target_unit=target_unit@entry=0x95ba150, target_specialist=0x0,
target_output=0x0, target_building=0x0, actor_specialist=0x0,
actor_output=0x0, actor_building=0x0, actor_city=0x0) at actions.c:580
known = 2
chance = 254
#3  0x0812bbf4 in action_prob_vs_unit (actor_unit=actor_unit@entry=0x0,
action_id=action_id@entry=1, target_unit=target_unit@entry=0x95ba150)
at actions.c:688
No locals.
#4  0x080e01ec in handle_unit_get_actions (
pc=pc@entry=0x82977a0 connections, actor_unit_id=4888,
target_tile_id=2298) at unithand.c:242
act = 1
actor_player = optimized out
actor_unit = 0x0
target_tile = optimized out
probabilities = {255, 0, 0, 0, 0, 0, 0, 0, 0, 0}
target_unit = 0x95ba150
target_city = 0x9a41208
#5  0x0809d879 in server_handle_packet (
type=type@entry=PACKET_UNIT_GET_ACTIONS, packet=packet@entry=0x8b134e0,
pplayer=pplayer@entry=0x9a56248, pconn=pconn@entry=0x82977a0
connections)
at hand_gen.c:250
No locals.
#6  0x08051608 in server_packet_input (
pconn=pconn@entry=0x82977a0 connections, packet=0x8b134e0, type=87)
at srv_main.c:1702
pplayer = 0x9a56248
__FUNCTION__ = server_packet_input
#7  0x080d58c7 in incoming_client_packets (pconn=optimized out)
at sernet.c:450
command_ok = optimized out
packet = {data = 0x8b134e0, type = PACKET_UNIT_GET_ACTIONS}
#8  server_sniff_all_input () at sernet.c:842
pconn = 0x82977a0 connections
nb = optimized out
i = optimized out
s = optimized out
max_desc = optimized out
readfs = {fds_bits = {128, 0 repeats 31 times}}
writefs = {fds_bits = {0 repeats 32 times}}
exceptfs = {fds_bits = {0 repeats 32 times}}
tv = {tv_sec = 0, tv_usec = 97}
__FUNCTION__ = server_sniff_all_input
#9  0x08052e2d in srv_running () at srv_main.c:2401
save_counter = 1
i = optimized out
is_new_turn = true
skip_mapimg = false
eot_timer = optimized out
need_send_pending_events = false
#10 srv_main () at srv_main.c:2879
__FUNCTION__ = srv_main
#11 0x0804cb02 in main (argc=17, argv=0xbf922c14) at civserver.c:458
inx = 17
showhelp = optimized out
showvers = optimized out
s = optimized out
max_desc = optimized out
readfs = {fds_bits = {128, 0 repeats 31 times}}
writefs = {fds_bits = {0 repeats 32 times}}
exceptfs = {fds_bits = {0 repeats 32 times}}
tv = {tv_sec = 0, tv_usec = 97}
__FUNCTION__ = server_sniff_all_input
#9  0x08052e2d in srv_running () at srv_main.c:2401
save_counter = 1
i = optimized out
is_new_turn = true
skip_mapimg = false
eot_timer = optimized out
need_send_pending_events = false
#10 srv_main () at srv_main.c:2879
__FUNCTION__ = srv_main
#11 0x0804cb02 in main (argc=17, argv=0xbf922c14) at civserver.c:458
inx = 17
showhelp = optimized out
showvers = optimized out
---Type return to continue, or q return to quit---
option = optimized out
__FUNCTION__ = main




This is what the function in unittype.c looks like:


[Freeciv-Dev] [bug #20828] i18n tags (e.g., ?unit:Workers) appear in interface

2014-04-09 Thread Andreas Rosdal
Follow-up Comment #5, bug #20828 (project freeciv):

Attaching an experimental patch for i18n support for Freeciv-web. It is based
on http://i18next.com/

Not intended for committing yet. 

(file #20501)
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File name: freeciv-i18n-changes-2.patch   Size:58 KB


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[Freeciv-Dev] [bug #21901] Segmentation fault in style_of_nation in Freeciv-web

2014-04-09 Thread Andreas Rosdal
URL:
  http://gna.org/bugs/?21901

 Summary: Segmentation fault in style_of_nation in Freeciv-web
 Project: Freeciv
Submitted by: andreasr
Submitted on: Wed 09 Apr 2014 06:35:24 PM UTC
Category: freeciv-web
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: 

___

Details:

Segmentation fault in Freeciv-web, in style_of_nation in nation.c. This is
with the Freeciv C server SVN revision 24737.
Any help with this?


Program terminated with signal 11, Segmentation fault.
#0  0x08147364 in style_of_nation (pnation=pnation@entry=0x0) at nation.c:671
No locals.
#1  0x080521a6 in player_nation_defaults (pplayer=pplayer@entry=0x9d22428,
pnation=pnation@entry=0x0, set_name=set_name@entry=true) at
srv_main.c:2056
pleader = optimized out
#2  0x0808596d in create_barbarian_player (type=SEA_BARBARIAN)
at barbarian.c:128
barbarians = 0x9d22428
nation = 0x0
__FUNCTION__ = create_barbarian_player
#3  0x08086c42 in try_summon_barbarians () at barbarian.c:563
boat = 0x8320f40 extras+1888
dist = 0
barbarians = 0x0
hut_present = false
ptile = 0x8320f40 extras+1888
#4  summon_barbarians () at barbarian.c:668
i = 0
n = 164766760
#5  0x08053627 in end_turn () at srv_main.c:1127
food = optimized out
shields = optimized out
trade = optimized out
i = 0
n = 164766760
#5  0x08053627 in end_turn () at srv_main.c:1127
food = optimized out
shields = optimized out
trade = optimized out
---Type return to continue, or q return to quit---
settlers = optimized out
#6  srv_running () at srv_main.c:2426
save_counter = optimized out
i = optimized out
is_new_turn = optimized out
skip_mapimg = optimized out
eot_timer = optimized out
need_send_pending_events = optimized out
#7  srv_main () at srv_main.c:2879
__FUNCTION__ = srv_main
#8  0x0804cb02 in main (argc=17, argv=0xbf9eb0e4) at civserver.c:458
inx = 17
showhelp = optimized out
showvers = optimized out
option = optimized out
__FUNCTION__ = main





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[Freeciv-Dev] [bug #21900] Segmentation fault in utype_has_flag in Freeciv-web

2014-04-09 Thread Andreas Rosdal
Follow-up Comment #1, bug #21900 (project freeciv):

The crash happens in code introduced in this commit, I think:
http://svn.gna.org/viewcvs/freeciv/trunk/common/actions.c?r1=24644r2=24655
Hopefully this will help with finding the cause of the segfault.

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[Freeciv-Dev] [bug #21853] Segfault while autosaving player style in autogame

2014-03-26 Thread Andreas Rosdal
Follow-up Comment #12, bug #21853 (project freeciv):

Please commit this patch.

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[Freeciv-Dev] [bug #21710] Add inspirational descriptions or quotes to each technology in ruleset

2014-02-23 Thread Andreas Rosdal
URL:
  http://gna.org/bugs/?21710

 Summary: Add inspirational descriptions or quotes to each
technology in ruleset
 Project: Freeciv
Submitted by: andreasr
Submitted on: Sun Feb 23 09:18:46 2014
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: 

___

Details:

I suggest we add support for some inspirational descriptions or quotes to each
technology in the ruleset. This text could be displayed in the research dialog
once the technology has been fully researched. Further, we could concider
adding images to each tech to be shown as well.




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[Freeciv-Dev] [bug #18052] Black bands across the map after loading saved game

2014-02-23 Thread Andreas Rosdal
Update of bug #18052 (project freeciv):

  Status:None = Fixed  

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Follow-up Comment #3:

I haven't seen this reported in a very long time, so it must be fixed. Closing
bug.

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[Freeciv-Dev] [bug #18052] Black bands across the map after loading saved game

2014-02-23 Thread Andreas Rosdal
Update of bug #18052 (project freeciv):

 Open/Closed:Open = Closed 


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[Freeciv-Dev] [bug #20830] Something funny about the map when starting tutorial scenario

2014-02-23 Thread Andreas Rosdal
Update of bug #20830 (project freeciv):

 Open/Closed:Open = Closed 


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[Freeciv-Dev] [bug #21711] Realistic Terrain Rendering for Freeciv

2014-02-23 Thread Andreas Rosdal
URL:
  http://gna.org/bugs/?21711

 Summary: Realistic Terrain Rendering for Freeciv
 Project: Freeciv
Submitted by: andreasr
Submitted on: Sun Feb 23 09:30:16 2014
Category: client
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: 

___

Details:

I wish Freeciv had more realistic terrain rendering, so I would like to
collect ideas about how to implement this. See comparable non-open source
alternatives for an idea about what I'd like to see. 
The rendering technology could be based on OpenGl/WebGl with
custom OpenGl shaders, or perhaps prerendered terrain tiles in 
the current clients. So, how can we get better-looking graphics?




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[Freeciv-Dev] [bug #21666] Freeciv web: Bundled vagrant script don't work

2014-02-23 Thread Andreas Rosdal
Update of bug #21666 (project freeciv):

 Open/Closed:Open = Closed 

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Follow-up Comment #11:

Okay, closing. Freeciv-web probably requires about 6GB of RAM in current
configuration.

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[Freeciv-Dev] [bug #21660] Middle click popup does not show mine or irrigation build activities

2014-02-23 Thread Andreas Rosdal
Update of bug #21660 (project freeciv):

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

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Follow-up Comment #4:

Patch committed to github.

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[Freeciv-Dev] [patch #4530] Freeciv web: Enable only the possible spy actions

2014-02-23 Thread Andreas Rosdal
Update of patch #4530 (project freeciv):

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

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Follow-up Comment #2:

Patch accepted to github.

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[Freeciv-Dev] [patch #4536] Support the spy action Poison city

2014-02-23 Thread Andreas Rosdal
Follow-up Comment #2, patch #4536 (project freeciv):

The patch looks good, so I'm fine with you committing it directly.

In my humble opinion, I don't think we need to review and wait 36 hours to
commit trivial re-implementations of already exisiting functionality from the
other Freeciv clients. The same with updating Freeciv-web to the latest
freeciv server revisions from svn. I hope cazfi is fine with this also? As
long as we use common sense and good judgement, then I think this will work
quite nicely. Thorough review of patches can be very useful when making more
complex changes, though. So I agree that the Freeciv code review process
definitively has it's place. But it will be a trade-off between development
speed and code quality in Freeciv-web.

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[Freeciv-Dev] [bug #21666] Freeciv web: Bundled vagrant script don't work

2014-02-22 Thread Andreas Rosdal
Follow-up Comment #9, bug #21666 (project freeciv):

The error message that you get indicate that the freeciv-web C server
(civserver) has not been able to connect to the metaserver
(/meta/metaserver.php on Resin port 8080).
Could you please check the logs from running publite2? 
/vagrant/publite2/nohup.out

Are you able to start publite2 manually? 

I suspect that you get this error because you are running low on memory.

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[Freeciv-Dev] [patch #4530] Freeciv web: Enable only the possible spy actions

2014-02-22 Thread Andreas Rosdal
Follow-up Comment #1, patch #4530 (project freeciv):

This is all good! The unsupported actions can be disabled in the ruleset, but
even better is actually adding support for it.

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[Freeciv-Dev] [bug #21666] Freeciv web: Bundled vagrant script don't work

2014-02-20 Thread Andreas Rosdal
Follow-up Comment #6, bug #21666 (project freeciv):

You are very close to getting Freeciv-web running now, so it would be great to
complete the process by doing some memory tuning. How much free memory do you
have? I have reduced the memory requirement to 4GB RAM, by starting less
Freeciv-web servers. This is configured in v.memory = 4000 in the Vagrantfile.

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[Freeciv-Dev] [bug #21666] Freeciv web: Bundled vagrant script don't work

2014-02-19 Thread Andreas Rosdal
Follow-up Comment #4, bug #21666 (project freeciv):

I have now tested building Freeciv-web with Vagrant on Linux (Ubuntu 13.10),
and I've updated the documentation about how to set it up on github:

https://github.com/freeciv/freeciv-web

It would be great if you could give it a new test, so that we know it works on
other systems as well. Thanks for the testing so far!


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[Freeciv-Dev] [bug #21666] Freeciv web: Bundled vagrant script don't work

2014-02-17 Thread Andreas Rosdal
Follow-up Comment #2, bug #21666 (project freeciv):

I tested Vagrant on Windows, so I guess you are running into some platform
issues on Debian. Hopefully it should be pretty easy to fix, I'll try setting
up Vagrant on Linux myself to fix them.

First of all, you are correct about port 80 is not working easily in Linux,
since this is a privileged port on Linux. So port-forwarding on port 80 is
something to investigate further. Does running vagrant as root solve it?

Next, the virtual box is Ubuntu 13.10 for amd64. Do you have 64 bit support?

 It gets further (to another error) when using port 8080 in stead of port 80
of the host machine.

What is the other error message you get after fixing the port issue?

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[Freeciv-Dev] [bug #21043] Segmentation fault in dai_manage_caravan

2013-08-21 Thread Andreas Rosdal
URL:
  http://gna.org/bugs/?21043

 Summary: Segmentation fault in dai_manage_caravan
 Project: Freeciv
Submitted by: andreasr
Submitted on: Wed 21 Aug 2013 04:02:39 PM GMT
Category: freeciv-web
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: GNU/Linux
 Planned Release: 

___

Details:

I get a segmentation fault in tile.c, called from dai_manage_caravan in
aiunit.c. This is on the Freeciv-web server, running Freeciv server SVN
revision 23091. Based on the backtrace, the error looks like a bug in the AI
code.

Backtrace generated from coredump:

#0  tile_city (ptile=0x0) at tile.c:81
#1  0x0812185d in dai_manage_caravan (punit=0x91c5958, pplayer=0xa27b718,
ait=0x82f30c0 ai_types)
at aiunit.c:2105
#2  dai_manage_unit (ait=ait@entry=0x82f30c0 ai_types,
pplayer=pplayer@entry=0xa27b718,
punit=punit@entry=0x91c5958) at aiunit.c:2513
#3  0x08123771 in dai_manage_units (ait=ait@entry=0x82f30c0 ai_types,
pplayer=pplayer@entry=0xa27b718)
at aiunit.c:2654
#4  0x0810e33d in dai_do_first_activities (ait=0x82f30c0 ai_types,
pplayer=pplayer@entry=0xa27b718)
at aihand.c:725
#5  0x080df6a8 in cai_do_first_activities (pplayer=0xa27b718) at
classicai.c:359
#6  0x08052272 in ai_start_phase () at srv_main.c:793
#7  begin_phase (is_new_phase=true) at srv_main.c:945
#8  srv_running () at srv_main.c:2267
#9  srv_main () at srv_main.c:2791
#10 0x0804c132 in main (argc=17, argv=0xbfb04194) at civserver.c:458


Note that after I added the fix from bug #21019, the number of segmentation
faults has been greatly reduced. 




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[Freeciv-Dev] [bug #20830] Something funny about the map when starting tutorial scenario

2013-08-21 Thread Andreas Rosdal
Update of bug #20830 (project freeciv):

  Status:None = Fixed  

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Follow-up Comment #5:

This has been fixed now.

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[Freeciv-Dev] [bug #21019] Segmentation fault in tile_get_known at tile.c:480

2013-08-12 Thread Andreas Rosdal
URL:
  http://gna.org/bugs/?21019

 Summary: Segmentation fault in tile_get_known at tile.c:480
 Project: Freeciv
Submitted by: andreasr
Submitted on: Mon 12 Aug 2013 06:25:05 AM GMT
Category: freeciv-web
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: GNU/Linux
 Planned Release: 

___

Details:

I get a Segmentation fault in the Freeciv server sometimes, on the Freeciv-web
servers running on http://play.freeciv.org/

The segmentation fault happens while the AI is moving one of their units, in a
part of the code which isn't modified to be Freeciv-web specific in any way. I
therefore think this is a bug which is general to all Freeciv servers of this
revision. As can be seen from the backtrace, the pplayer parameter is null. I
also have a core dump if you need more info. Any help fixing it?

This is on Freeciv trunk revision 23091.

Program terminated with signal 11, Segmentation fault.
#0  dbv_isset (pdbv=pdbv@entry=0xaa4, bit=3217) at bitvector.c:120

bt full
#0  dbv_isset (pdbv=pdbv@entry=0xaa4, bit=3217) at bitvector.c:120
No locals.
#1  0x0819d537 in tile_get_known (ptile=ptile@entry=0x8e21e90,
pplayer=pplayer@entry=0x0) at tile.c:480
No locals.
#2  0x08193157 in can_player_see_unit_at (pplayer=pplayer@entry=0x0,
punit=punit@entry=0x8f9fe48, ptile=ptile@entry=0x8e21e90) at player.c:857
pcity = optimized out
#3  0x0806514b in remove_unit_gone_out_of_sight (punit=punit@entry=0x8f9fe48,
old_tile=old_tile@entry=0x8e21e90, dest=optimized out)
at unittools.c:2381
pplayer = 0x0
pconn_iter = 0x0
pconn = 0x8287b38 connections+1720
#4  0x0806871f in unit_move (punit=punit@entry=0x8f9fe48,
pdesttile=pdesttile@entry=0x8e22d60, move_cost=3) at unittools.c:3475
pplayer = 0x8caa820
psrctile = 0x8e21e90
pcity = optimized out
ptransporter = optimized out
old_vision = optimized out
new_vision = optimized out
pcargo_units = 0x8f9ff00
saved_id = 131
unit_lives = true
adj = optimized out
facing = DIR8_SOUTHEAST
bowner = optimized out
radius_sq = {2, 2}
#5  0x080dcc5e in unit_move_handling (punit=punit@entry=0x8f9fe48,
pdesttile=pdesttile@entry=0x8e22d60, igzoc=igzoc@entry=false,
move_diplomat_city=move_diplomat_city@entry=false) at unithand.c:1762
move_cost = optimized out
pplayer = 0x8caa820
pcity = optimized out
__FUNCTION__ = unit_move_handling
#6  0x0811a954 in dai_unit_attack (ait=0x82f30c0 ai_types, punit=0x8f9fe48,
ptile=0x8e22d60) at aitools.c:914
bodyguard = 0x0
sanity = 131
alive = optimized out
#7  0x0811aa06 in dai_unit_move_or_attack (ait=0x82f30c0 ai_types,
punit=punit@entry=0x8f9fe48, ptile=ptile@entry=0x8e22d60,
path=path@entry=0x9f8a498, step=step@entry=1) at aitools.c:934
No locals.
#8  0x080df810 in cai_unit_move_or_attack (punit=0x8f9fe48, ptile=0x8e22d60,
path=0x9f8a498, step=1) at classicai.c:284
No locals.
#9  0x08070d86 in adv_unit_execute_path (punit=punit@entry=0x8f9fe48,
path=path@entry=0x9f8a498) at advgoto.c:102
_plr_ = optimized out
ptile = 0x8e22d60
id = 131
is_ai = true
i = optimized out
__FUNCTION__ = adv_unit_execute_path
#10 0x0807114c in adv_follow_path (punit=punit@entry=0x8f9fe48,
path=path@entry=0x9f8a498, ptile=ptile@entry=0x8e22d60) at advgoto.c:59
old_tile = 0x0
activity = ACTIVITY_IDLE
alive = optimized out
#11 0x08074913 in auto_settler_setup_work (completion_time=1,
best_target=0xbfb575c8, best_act=ACTIVITY_GEN_ROAD, best_tile=0x8e22d60,
path=0x9f8a498, recursion=0, state=0x912de48, punit=0x8f9fe48,
pplayer=0x8caa820) at autosettlers.c:845
alive = optimized out
pfm = optimized out
parameter = {start_tile = 0x81b6c37 timer_stop+39,
  moves_left_initially = 3, fuel_left_initially = 1, move_rate = 3,
  fuel = 1, owner = 0x8caa820, uclass = 0x8432b88 unit_classes+136,
  unit_flags = {vec = \b\004\000\004\020\000\000},
  omniscience = true, get_MC = 0x81c1c80 normal_move_unit,
  unknown_MC = 6, get_TB = 0x0, get_EC = 0x0,
  can_invade_tile = 0x80722b0 autosettler_enter_territory,
  get_zoc = 0x81a0a10 is_my_zoc, is_pos_dangerous = 0x0,
  get_moves_left_req = 0x0, get_costs = 0x0, data = 0x0}
displaced = 0x0
#12 auto_settler_setup_work (pplayer=pplayer@entry=0x8caa820,
punit=punit@entry=0x8f9fe48, state=state@entry=0x912de48, recursion=0,
recursion@entry=1, path=0x9f8a498, best_tile=0x8e22d60,

[Freeciv-Dev] [bug #21019] Segmentation fault in tile_get_known at tile.c:480

2013-08-12 Thread Andreas Rosdal
Follow-up Comment #2, bug #21019 (project freeciv):

Yes, this crash is related to bug #20837.

Just before the crash, I think a user just connected. This is from the server
logs:

2: Connection request from KingdomofPortugal from localhost
2: c16 has client version 2.4.99-dev
2: KingdomofPortugal has connected from localhost.
 Segmentation fault (core dumped)

So one problem could be a new connection that is neither global observer nor
attached to player. When an observer initially connects to a game, the user
gets a connection to the server, but it would take some seconds before the
/observe command is then sent from the client and handled by the server
correctly. In this time period, the user would have a connection, but not be a
global observer yet.

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[Freeciv-Dev] [bug #21019] Segmentation fault in tile_get_known at tile.c:480

2013-08-12 Thread Andreas Rosdal
Follow-up Comment #3, bug #21019 (project freeciv):

This patch resolves this crash for me:

https://github.com/freeciv/freeciv-web/blob/9ae8944573c4efa280858116cf95e4f94094f7bd/freeciv/patches/observer_fix.patch

Without this patch, the server will always crash when moving units when a user
has connected but not issued /observe command yet.

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[Freeciv-Dev] [bug #20965] Unable to load scenarios, savegames too old

2013-07-13 Thread Andreas Rosdal
URL:
  http://gna.org/bugs/?20965

 Summary: Unable to load scenarios, savegames too old
 Project: Freeciv
Submitted by: andreasr
Submitted on: Sat 13 Jul 2013 08:25:11 AM GMT
Category: general
Severity: 4 - Important
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

I'm unable to load most of the scenarios which are distributed with Freeciv
trunk. I get the error message:  
Saved game is too old, at least version 2.0.0 required.

Looking at for example europe-200x100-v2.sav, I see that version=11105 while
the savegame loading code requires at least 2. So do the savegames have to
be updated, or is this a bug in the savegame loading code?




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[Freeciv-Dev] [bug #20920] Server crashes in freeciv server

2013-06-20 Thread Andreas Rosdal
Update of bug #20920 (project freeciv):

 Summary: Many server crashes in freeciv server = Server
crashes in freeciv server

___

Follow-up Comment #6:

mir3x, the tileset is loaded in Javascript in the user's web-browser, the
server side of freeciv-web doesn't load a tileset. So I don't think any of
these crashes are tileset related. Do you have any other suggestion about some
of these failed assertions?

I should note that these assertions that I have reported here are gathered
over quite a long time period, so it's not like the freeciv server is crashing
all the time. When thousands of games are played, it's not surprising that it
might occasionally crash,  for software that is still in development.

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[Freeciv-Dev] [bug #20920] Many server crashes in freeciv server

2013-06-19 Thread Andreas Rosdal
URL:
  http://gna.org/bugs/?20920

 Summary: Many server crashes in freeciv server
 Project: Freeciv
Submitted by: andreasr
Submitted on: Wed 19 Jun 2013 09:04:21 PM GMT
Category: general
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: cazfi
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: GNU/Linux
 Planned Release: 

___

Details:

I have grepped the Freeciv server logs on the freeciv-web production server
for failed assertions, since these logs can help us reduce server crashes.
Please see the attachment.

Freeciv trunk revision 22904. Freeciv-web as latest github version.



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File Attachments:


---
Date: Wed 19 Jun 2013 09:04:21 PM GMT  Name: freeciv-server-crashes.txt  Size:
23kB   By: andreasr

http://gna.org/bugs/download.php?file_id=18122

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[Freeciv-Dev] [bug #20920] Many server crashes in freeciv server

2013-06-19 Thread Andreas Rosdal
Follow-up Comment #2, bug #20920 (project freeciv):

The user Eridanus clicks on Load savegame in Freeciv-web, then the savegame
is transferred from the users local-storage in the browser to the Freeciv-web
server, compared against the hash of the savegame in the database for security
and integrity check, and then loaded by the Freeciv server. The savegame is
lost now, since savegames on the server are regularly deleted from disk. 

This savegame crash happens 4 times. There are also other assertions in the
log which are more frequent.

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[Freeciv-Dev] [bug #20920] Many server crashes in freeciv server

2013-06-19 Thread Andreas Rosdal
Follow-up Comment #4, bug #20920 (project freeciv):

There savegame has been deleted, so it's not possible to know which version it
is from. Most likely it is from Freeciv trunk revision 22904, though.

I agree that freeciv-web should have a stable and a development branch like
freeciv, I just haven't managed to do it yet. Feel free to help with this.

Anyway, these are some of the most frequent crashes: Any idea why they
happen?

[plrhand.c::2774]: assertion 'game.server.plr_colors != ((void *)0)' failed.
[plrhand.c::2784]: assertion 'game.server.plr_colors != ((void *)0)' failed.

fcweb-5855.log:1: in dir2char() [savegame2.c::984]: assertion 'FALSE' failed.

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[Freeciv-Dev] [bug #20829] Turns to growth not visible in city dialog

2013-06-09 Thread Andreas Rosdal
Update of bug #20829 (project freeciv):

  Status:None = Fixed  
 Open/Closed:Open = Closed 

___

Follow-up Comment #1:

This issue has now been fixed. Turns to growth is now shown in city dialog.

https://github.com/freeciv/freeciv-web/commit/68f4f135d778d6fe491f8368ca922e65884f8de4

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[Freeciv-Dev] [bug #20828] i18n tags (e.g., ?unit:Workers) appear in interface

2013-06-09 Thread Andreas Rosdal
Follow-up Comment #4, bug #20828 (project freeciv):

It would be very interesting to have full i18n support in Freeciv-web. One of
the big challenges will probably be to allow multiple clients in different
languages to get strings from the server in their own language.

For now, I can compile freeciv-web with --disable-nls which will remove the
i18n tags.

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[Freeciv-Dev] [bug #18055] Important to see rivers is present in squares

2013-06-01 Thread Andreas Rosdal
Update of bug #18055 (project freeciv):

  Status:None = Fixed  
 Open/Closed:Open = Closed 

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Follow-up Comment #8:

Freeciv-web now supports rendering of rivers.

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[Freeciv-Dev] [bug #20818] Terrain Info

2013-06-01 Thread Andreas Rosdal
Update of bug #20818 (project freeciv):

  Status:   Need Info = Works For Me   
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [bug #20827] Focus changes after every move

2013-05-25 Thread Andreas Rosdal
Update of bug #20827 (project freeciv):

  Status:   Confirmed = Fixed  
 Open/Closed:Open = Closed 

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Follow-up Comment #2:

This issue has been fixed now.

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[Freeciv-Dev] [bug #20837] Observing game crashes server

2013-05-24 Thread Andreas Rosdal
Update of bug #20837 (project freeciv):

  Status:  Ready For Test = In Progress

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Follow-up Comment #2:

Yes, the patch solves the problem!

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[Freeciv-Dev] [bug #20837] Observing game crashes server

2013-05-24 Thread Andreas Rosdal
Follow-up Comment #4, bug #20837 (project freeciv):

Hi Sveinung! yes, it's the same issue.

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[Freeciv-Dev] [bug #20827] Focus changes after every move

2013-05-23 Thread Andreas Rosdal
Update of bug #20827 (project freeciv):

  Status:None = Confirmed  
 Assigned to:None = andreasr   

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Follow-up Comment #1:

Confirmed, I should fix this.

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[Freeciv-Dev] [bug #20837] Observing game crashes server

2013-05-23 Thread Andreas Rosdal
URL:
  http://gna.org/bugs/?20837

 Summary: Observing game crashes server
 Project: Freeciv
Submitted by: andreasr
Submitted on: Thu 23 May 2013 09:11:29 PM GMT
Category: general
Severity: 4 - Important
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: GNU/Linux
 Planned Release: 

___

Details:

Observing a game crashes the server upon end turn.
Start a new game, then observe it with a different client using global
observer command.
Press end turn on the playing client, which cases a segmentation faul on the
server.

This is using Freeciv trunk. It also occurs on freeciv-web,
but this build is using an unmodified freeciv trunk build.

gdb output:

Program received signal SIGSEGV, Segmentation fault.
dbv_isset (pdbv=pdbv@entry=0xaf0, bit=1970) at bitvector.c:120
120   fc_assert_ret_val(pdbv-vec != NULL, FALSE);
(gdb) bt full
#0  dbv_isset (pdbv=pdbv@entry=0xaf0, bit=1970) at bitvector.c:120
__FUNCTION__ = dbv_isset
#1  0x00554562 in tile_get_known (ptile=ptile@entry=0x2078240,
pplayer=pplayer@entry=0x0) at tile.c:462
No locals.
#2  0x00548c47 in can_player_see_unit_at (pplayer=0x0,
punit=0x21fbbf0, ptile=0x2078240) at player.c:857
pcity = optimized out
#3  0x0041fbcd in remove_unit_gone_out_of_sight (
punit=punit@entry=0x21fbbf0, old_tile=old_tile@entry=0x2078240,
dest=optimized out) at unittools.c:2386
pplayer = 0x0
pconn_iter = 0x0
pconn = optimized out
#4  0x00423381 in unit_move (punit=punit@entry=0x21fbbf0,
pdesttile=pdesttile@entry=0x2078290, move_cost=optimized out)
at unittools.c:3472
pplayer = 0x3802480
psrctile = 0x2078240
pcity = optimized out
ptransporter = optimized out
old_vision = optimized out
new_vision = optimized out
---Type return to continue, or q return to quit---
pcargo_units = 0x21fb4a0
saved_id = 119
unit_lives = true





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[Freeciv-Dev] [bug #20819] Warnings on attacks/war

2013-05-18 Thread Andreas Rosdal
Update of bug #20819 (project freeciv):

 Assigned to:None = andreasr   
 Open/Closed:Open = Closed 

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Follow-up Comment #1:

Thanks for the bugreport! I have added a popup message when a player declared
war on you to freeciv-web now. Please test in production that it works as
expected.

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[Freeciv-Dev] [bug #20818] Terrain Info

2013-05-18 Thread Andreas Rosdal
Update of bug #20818 (project freeciv):

  Status:None = Need Info  
 Assigned to:None = andreasr   

___

Follow-up Comment #1:

Hi!  Clicking the middle mouse button will give you terrain info. Does this
function not work for you, or perhaps it is difficult to discover that you
have to middle-click to get this info. How do you suggest this is improved?

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[Freeciv-Dev] [bug #18053] phantom units

2013-05-18 Thread Andreas Rosdal
Update of bug #18053 (project freeciv):

Priority:  5 - Normal = 3 - Low
  Status:None = Need Info  
 Open/Closed:Open = Closed 

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Follow-up Comment #3:

Hi! Do you still get this error message? A lot of code has changed since 2011,
so please re-open this bug if you still see this problem. Thanks!

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[Freeciv-Dev] [bug #18054] some way to delete saved files is needed

2013-05-18 Thread Andreas Rosdal
Update of bug #18054 (project freeciv):

  Status:None = Invalid
 Open/Closed:Open = Closed 

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Follow-up Comment #12:

Savegame system rewritten. Closing this issue.

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[Freeciv-Dev] [bug #20125] freeciv-web: Cannot change worker placement

2013-05-18 Thread Andreas Rosdal
Update of bug #20125 (project freeciv):

  Status:None = Fixed  
 Assigned to:None = andreasr   
 Open/Closed:Open = Closed 

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Follow-up Comment #1:

This has been fixed in the latest version.

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[Freeciv-Dev] [bug #18055] Important to see rivers is present in squares

2011-04-23 Thread Andreas Rosdal

Follow-up Comment #7, bug #18055 (project freeciv):

Submitting bugreports and logging in to code.google.com is open to anyone.
Just sign up with a new user if you don't have an account already.

Thanks for the bugreports. Feel free to submit more bugreports describing any
problems you encounter.

 - Andreas

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[Freeciv-Dev] [bug #18054] some way to delete saved files is needed

2011-04-22 Thread Andreas Rosdal

Update of bug #18054 (project freeciv):

Category:None = freeciv.net

___

Follow-up Comment #9:

Thanks for the bugreport to Freeciv.net. The savegame support is pretty
experimental in the freeciv.net web client. I'll try to improve this, if you
have some more specific suggestions about how to solve this.

Further, this bugreport should have been submitted to the Freeciv.net
project, at http://code.google.com/p/freeciv-forever/issues/list . I hope the
Freeciv.org maintainers and I can find a good solution so that users can
submit bugreports easily and correctly. Perhaps mark these bugs  with
category 'freeciv.net' which I just discovered. 

I'm still interested in merging the two projects, by the way...

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[Freeciv-Dev] [bug #18055] Important to see rivers is present in squares

2011-04-22 Thread Andreas Rosdal

Follow-up Comment #5, bug #18055 (project freeciv):

Thanks for the bugreport to Freeciv.net. The web client doesn't support
rivers, yet. Rendering rivers has not been prioritized yet.

Bugreports to Freeciv.net can be made to
http://code.google.com/p/freeciv-forever/issues/list


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[Freeciv-Dev] [bug #18052] Black bands across the map after loading saved game

2011-04-22 Thread Andreas Rosdal

Update of bug #18052 (project freeciv):

Category:None = freeciv.net

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Follow-up Comment #1:

Hi,

Which Freecivcluent are you using? I suspect that this is the Freeciv.net web
client.

 - Andreas

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[Freeciv-Dev] [bug #18053] phantom units

2011-04-22 Thread Andreas Rosdal

Update of bug #18053 (project freeciv):

Category:None = freeciv.net

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Follow-up Comment #1:

Hi,

Which Freecivcluent are you using? I suspect that this is the Freeciv.net web
client.

 - Andreas

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[Freeciv-Dev] [bug #18053] phantom units

2011-04-22 Thread Andreas Rosdal

Update of bug #18053 (project freeciv):

 Assigned to:None = andreasr   


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[Freeciv-Dev] [bug #17897] Errors compiling Freeciv 2.3.0 beta3 - undefined reference to 'foo'

2011-03-16 Thread Andreas Rosdal

Update of bug #17897 (project freeciv):

 Open/Closed:Open = Closed 

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Follow-up Comment #2:

Closing this issue, because suddenly everything compiles fine, and I didn't
change anything. Thanks for the help Marko.

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[Freeciv-Dev] [bug #17897] Errors compiling Freeciv 2.3.0 beta3 - undefined reference to 'foo'

2011-03-14 Thread Andreas Rosdal

URL:
  http://gna.org/bugs/?17897

 Summary: Errors compiling Freeciv 2.3.0 beta3 - undefined
reference to 'foo'
 Project: Freeciv
Submitted by: andreasr
Submitted on: Mon 14 Mar 2011 05:11:56 PM GMT
Category: general
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.3.0
 Discussion Lock: Any
Operating System: GNU/Linux
 Planned Release: 

___

Details:

Hi all,

I'm having some problems compiling Freeciv 2.3.0 beta3, and would really like
some help to get it working. Please see the attached output from make, while
compiling Freeciv. As can be seen there, I get lots of undefined reference to
 error messages.

Operating System: OpenSuSE Linux 11.4 

$uname -a
Linux localhost 2.6.37.1-1.2-desktop #1 SMP PREEMPT 2011-02-21 10:34:10 +0100
x86_64 x86_64 x86_64 GNU/Linux

$gcc --version
gcc (SUSE Linux) 4.5.1 20101208 [gcc-4_5-branch revision 167585]

Note that I get the same problem with freeciv-2.2.0, so the problem could
also be in the OS or compiler or linker. How should I invesigate this problem
further?

Regards,
Andreas R.
http://www.freeciv.net




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[Freeciv-Dev] [bug #17897] Errors compiling Freeciv 2.3.0 beta3 - undefined reference to 'foo'

2011-03-14 Thread Andreas Rosdal

Additional Item Attachment, bug #17897 (project freeciv):

File name: freeciv-make-errors.log.bz2Size:53 KB


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[Freeciv-Dev] [bug #17022] Assertions failed in Freeciv 2.2.3

2010-11-04 Thread Andreas Rosdal

URL:
  http://gna.org/bugs/?17022

 Summary: Assertions failed in Freeciv 2.2.3 
 Project: Freeciv
Submitted by: andreasr
Submitted on: Thursday 11/04/10 at 21:08
Category: None
Severity: 4 - Important
Priority: 1 - Later
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

Hello,

I'm getting quite a few assertions failed on the server in Freeciv 2.2.3.
This is from a Freeciv 2.2.3 public server hosted on meta.freeciv.org. These
servers are standard Freeciv 2.2.3 running public games. I also get these
same crashes on my modified servers running on www.freeciv.net. I have
attached the log-file showing the assertions.

It would be really great if these failed assertions would be fixed, since
they can terminate the running games, and thus frustrate players.

Thanks!



Regards,
Andreas Rosdal
www.freeciv.net



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File Attachments:


---
Date: Thursday 11/04/10 at 21:08  Name: assertions.log  Size: 2kB   By:
andreasr

http://gna.org/bugs/download.php?file_id=11122

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[Freeciv-Dev] [patch #1846] Threads

2010-08-11 Thread Andreas Rosdal

Follow-up Comment #1, patch #1846 (project freeciv):

Using threads in the server would make the server a lot more scalable, so
this would be a good improvement. I think that having even more granularity
in the server could be investigated, looking for more tasks that could be run
in separate threads.

Would it be possible to have one thread for every player or connection?
Further, would it be possible to run pathfinding in a separate thread? Of
course, locks would have to be used when accessing shared data, such as the
map.

I really think that having a multithreaded server would be a good improvement
for Freeciv, also for my project on http://www.freeciv.net/ where I think
running longturn games with large maps and many players would benefit from a
threaded server.


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[Freeciv-Dev] [patch #1732] [Metaticket] increase number of players

2010-07-26 Thread Andreas Rosdal

Follow-up Comment #4, patch #1732 (project freeciv):

Nice work, Matthias. The dynamic bitvector patch has pretty impressive memory
usage now.

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[Freeciv-Dev] [bug #16263] Scrolled overview map for large maps

2010-07-14 Thread Andreas Rosdal

URL:
  http://gna.org/bugs/?16263

 Summary: Scrolled overview map for large maps
 Project: Freeciv
Submitted by: andreasr
Submitted on: Wednesday 07/14/2010 at 20:07
Category: client-gtk-2.0
Severity: 3 - Normal
Priority: 1 - Later
  Status: In Progress
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

This patch implements scrolled overview map for large maps.
This is useful when playing some of the largest maps, because 
otherwise the overview map will use too much screen area.
Hopefully this will be useful.

Regards,
Andreas R.



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File Attachments:


---
Date: Wednesday 07/14/2010 at 20:07  Name:
scrolled_overview_for_large_maps.diff  Size: 6kB   By: andreasr

http://gna.org/bugs/download.php?file_id=9493

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[Freeciv-Dev] [bug #16264] Segmentation fault in map generation

2010-07-14 Thread Andreas Rosdal

URL:
  http://gna.org/bugs/?16264

 Summary: Segmentation fault in map generation
 Project: Freeciv
Submitted by: andreasr
Submitted on: Wednesday 07/14/2010 at 20:19
Category: general
Severity: 3 - Normal
Priority: 1 - Later
  Status: In Progress
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

I get a segmentation fault in the map generation code sometimes when
generating a large map. See the attached error message from gdb, with
stacktrace. 

To reproduce, start the freeciv server with gdb freeciv-server, then give the
command /set size 128.
When starting the game, the server will crash.


Regards,
Andreas



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File Attachments:


---
Date: Wednesday 07/14/2010 at 20:19  Name: civserver-crash-1.log  Size: 4kB  
By: andreasr

http://gna.org/bugs/download.php?file_id=9494

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[Freeciv-Dev] [bug #16265] Losing connection to server often with large maps

2010-07-14 Thread Andreas Rosdal

URL:
  http://gna.org/bugs/?16265

 Summary: Losing connection to server often with large maps
 Project: Freeciv
Submitted by: andreasr
Submitted on: Wednesday 07/14/2010 at 20:28
Category: None
Severity: 3 - Normal
Priority: 1 - Later
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

When playing maps with size 128, I often lose the connection to the server.
This happens often during game start, end and end-of-turn. I'm guessing that
it is either because of ping timeout, or server segmentation fault.

Regards,
Andreas




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