[Freeciv-Dev] [bug #13810] [patch] use unions to save the game settings

2009-07-04 Thread Madeline Book

Follow-up Comment #11, bug #13810 (project freeciv):

 This way I can use 
 
 pset_scategory(i) 
 
 else I would have 
 
 pset_scategory(setting_by_number(i))

There is an example of how to create an iteration
macro when the array pointer is not available in
the header in the patch in bug #13793.

 Reading your comments I also found that I'm missing 
 some knowledge about how to code (I did learn some 
 basics about C/C++ coding but I do mainly html/php). 
 I think I have to reread the patches #13805 and 
 #13810 (and an unsend patch to add action callback 
 function) carefully with regard to variable and 
 function naming and possible simplifications. And 
 I need to do some planning before coding ...

Sorry if something was unclear beforehand.
Unfortunately I will not be able to explain so much
now as I will be trying to finish the work for 2.2.



では失礼します。

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Re: [Freeciv-Dev] [bug #13726] Add the flag in start page

2009-07-04 Thread Madeline Book
On 30/06/2009, Madeline Book no-reply.invalid-addr...@gna.org wrote:

 Follow-up Comment #8, bug #13726 (project freeciv):

 (Book, why don't I receive your message on my e-mail account?)

 I have no idea, maybe it was just late in arriving?
 Maybe your spam filter got tired of reading through
 my drivel.

 Was it just the last one, or all my comments on the
 gna bugtracker? I'm not doing anything strange, just
 using the post a comment box...

Now I'm not getting any email from gna when I post
comments to tickets. O-o



もしかして嫌いか。

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[Freeciv-Dev] [bug #13848] [Patch] More detailed coding style guidelines

2009-07-04 Thread Madeline Book

Follow-up Comment #4, bug #13848 (project freeciv):

Some rules I was just reminded of:

- No more than 2 empty lines between any sections
  in the code.

- #include the header corresponding to the current
  c source file after all other headers.



思い出してくれてありがとう。

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[Freeciv-Dev] [bug #13848] [Patch] More detailed coding style guidelines

2009-07-04 Thread Madeline Book

Follow-up Comment #3, bug #13848 (project freeciv):

 Could you add assert() rule that instead of
 assert(FALSE) assert with more verbose error
 message should be used when possible: [...]

There is the die() function which can be used
if the assert condition is not descriptive
enough. I'll add a note about it and also to
avoid using assert(0) and similar.



ちょっと!まだ死なないでくれよ。

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[Freeciv-Dev] [bug #13811] [Patch] string vector

2009-07-04 Thread Madeline Book

Follow-up Comment #1, bug #13811 (project freeciv):

Some general notes:

- The #include shared.h in iterator.h can be
  committed separately immediately if desired.
- The string vector header+implementation and
  the changes in common/tech.c should be separate
  patch submissions.
- Use 8 spaces instead of a tab for 4 indent levels.
- No more than 2 empty lines between code parts.

Some notes about the string vector implementation:

- I suggest a shorter class name, e.g. 'strvec'.
  This would also help to distinguish it from
  vectors created with the specvec macro.
- Most other data structures in freeciv use
  X_free() instead of X_destroy().
- Since a vector generalizes the array concept
  (i.e. it supports O(1) random access), there is
  already an iteration interface using element
  indicies (i.e. a for loop). Hence there is no
  need to use the generic iterator interface.
- The insert_{before,after} functions should just
  take an element index instead of iterators, if
  not removed altogether (there is already an
  insert() function).

Some notes about the other changes:

- The need for static variables and consequently the
  string vector (in this patch) would be removed if
  you just made advance_name_{by,for}_player() take
  a buffer and maximum size arguments. Updating all
  callers would a bit tedious (by=12 for=57), but it
  would be the correct approach.




もっと簡潔であるべきだ。

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[Freeciv-Dev] [bug #13810] [patch] use unions to save the game settings

2009-07-01 Thread Madeline Book

Follow-up Comment #8, bug #13810 (project freeciv):

I meant pset only for the variable names; functions
structs, etc. should have setting. The variable name
should usually give some hint as to what it stands for.
So cmd, when the type is struct setting *, would
not be a good variable name (someone would think it
was a struct command).

Also, do not do this

 pset_sval_validate(cmd)(arg, caller, reject_message)

Just make the wrapper like

  setting_string_validate(pset, arg, ...)

and have it call the validate function if it exists,
i.e., if the function pointer is not NULL it returns
the return value of the call, otherwise it returns TRUE.



注意して読みなさい。

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[Freeciv-Dev] [bug #13810] [patch] use unions to save the game settings

2009-07-01 Thread Madeline Book

Follow-up Comment #9, bug #13810 (project freeciv):

 _(pset_short_help(i))

Why not put the _() in setting_short_help() and write
in the comment header that it returns the translated
version? This goes for all such dupicated expressions.

Why do you use the setting number as first argument
to almost every setting function? The only function
that takes a setting id should be setting_by_number().

 for (i = 0; i  SETTINGS_NUM; i++) {

Use an iteration macro, either as the for loop or
using the generic iterator interface in utility/
iterator.h. Iterate on 'pset' which is a 'struct
setting *'.



なんだかむかつく。

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Re: [Freeciv-Dev] settings rework

2009-07-01 Thread Madeline Book
On 01/07/2009, Matthias Pfafferodt matthias.pfaffer...@mapfa.de wrote:
 Those are the 3 that are being actively developed. My
 longterm goal is to merge them all into one project.

 Looking through the patches of longturn and warclient I found the
 patch 'Setting to control distance of traderoutes.' (longturn 20090623).
 This
 is something I also wanted to implement for the standard freeciv ...

 What are the rules to merge patches from warclient or longturn into the main
 freeciv?

You submit them like other feature/bugfix patches, because
they are usually implemented in a not very clean manner and
need to be checked.



キタナイ!

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Re: [Freeciv-Dev] settings rework

2009-07-01 Thread Madeline Book
On 01/07/2009, Matthias Pfafferodt matthias.pfaffer...@mapfa.de wrote:

 I did rename op_* to pset_* as it matches the purpose of the variable: a
 pointer to a setting struct

Do this for variable names whose type is 'struct setting *' or 'const
struct setting *' only, not function names.

  How many freeciv versions are out there? I knew of freeciv (the
  original), warclient and longturn.

 Those are the 3 that are being actively developed. My
 longterm goal is to merge them all into one project.

 ... and also a download of the longturn svn ...

 Do you can say something more about this plan?

More details would be here:
http://freeciv.wikia.com/wiki/User:Mbook

 I read that your first priority  is the editor for freeciv 2.2. What are
 the most important points to merge into freeciv?

They are listed on the page above, but really only users of
those programs would know this...

 Tips how to do it?

Ask people playing on warclient/longturn servers about what
warclient/longturn features they absolutely cannot live without,
then re-implement those features in 2.1 and trunk, usually by
copying and adapting (rewriting) code from their repositories.



書き直す罰ゲーム。

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[Freeciv-Dev] [bug #13846] recursion checking for the read command

2009-07-01 Thread Madeline Book

Follow-up Comment #4, bug #13846 (project freeciv):

Please no static variables. Use a context argument
and a wrapper/recursive function pair. Ask if you
need an example.



なんじゃそりゃ。

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Re: [Freeciv-Dev] how to use git locally for freeciv

2009-07-01 Thread Madeline Book
On 01/07/2009, Matthias Pfafferodt matthias.pfaffer...@mapfa.de wrote:

 You don't need to. As I said the 3 GB size is not a problem. I think I will
 also get warclient and longturn to compare ...

The 3 GB is just silly. The entire history of the trunk and S2_1
branches when cloned from freeciv-svn-mirror are only 269M.



どうしてあんまり太っている。

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[Freeciv-Dev] [bug #13848] [Patch] More detailed coding style guidelines

2009-07-01 Thread Madeline Book

URL:
  http://gna.org/bugs/?13848

 Summary: [Patch] More detailed coding style guidelines
 Project: Freeciv
Submitted by: mbook
Submitted on: Thursday 07/02/2009 at 02:33
Category: docs
Severity: 4 - Important
Priority: 5 - Normal
  Status: None
 Assigned to: mbook
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 
Operating System: None

___

Details:

As promised I expanded the coding style guidelines
with more specific rules, examples, and general
suggestions. I also made the guide itself follow
its own formatting rules.

I would please ask that everyone read the new guide
and comment if something is not acceptable or should
be added.

When this patch is applied to S2_1 and trunk, I will
also update the wiki page at:
http://freeciv.wikia.com/wiki/Coding_Style



新しい法律が発表されます。



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File Attachments:


---
Date: Thursday 07/02/2009 at 02:33  Name: more_style.diff  Size: 18kB   By:
mbook

http://gna.org/bugs/download.php?file_id=6110

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[Freeciv-Dev] [bug #13790] [Patch] Fix diplomat_success_vs_defender() chance

2009-06-30 Thread Madeline Book

Update of bug #13790 (project freeciv):

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


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Re: [Freeciv-Dev] settings rework

2009-06-30 Thread Madeline Book
On 30/06/2009, Matthias Pfafferodt matthias.pfaffer...@mapfa.de wrote:

 I would rename settings as options, ...

In the client the name option is already used for settings that
are client-only (client/options.[ch]), so I don't think renaming to
this in the server would be very helpful or useful. Is there some
particular reason why you want to rename setting as option
in the server?

 ... move the all the struct as well as all the inline functions into
 settings.c and define the missing functions. This way the struct
 is only defined within settings.c (like the struct command in
 command.c).

Good.

 TODO:

 4. possibility of callback functions for options if changed
   - aifill
   - aitoggle

(I suppose you meant 'autotoggle' instead of 'aitoggle'.)

Yes, this is probably a good idea. The other possibility is to
change these side-effect settings to commands.

 5. add functions to check / set options
   - option_check(const struct settings_s *op, union setting_value bisval)
   - option_set(struct settings_s *op, union setting_value bisval)

It's not really consistent to prefix the functions with option_
and then operate on settings_s pointers. I would suggest
to just use setting_ as the prefix and use setting as the
struct name, in keeping with general object oriented
conventions.

You can also call the union something less verbose, perhaps
'union setval' (since it's not really part of the 'setting' class,
but just a little helper data structure).

 7. new option
   - skill string:easy|normal|hard skill level of new AI players

Fine, but in its own ticket please (each new feature should
have its own patch).

 8. new command
   - default (set default values)

A command to do this has already existed a long time in
warclient; it is called /reset and I think this is a slightly better
name than /default (for example in the future it could take
parameters so you could /reset settings, /reset map,
/reset teams etc.).

 9. special fields within the ruleset
   - game.default = [0/1] if all options should be set to the default values
   - game.showchanged = [0/1] if changed values should be listed

Is there a reason why you would want to disallow users from
using the '/show changed' command?



計画には反対しません。

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[Freeciv-Dev] [bug #13814] segfault in assess_danger_player

2009-06-30 Thread Madeline Book

Follow-up Comment #9, bug #13814 (project freeciv):

It would appear to affect only 32-bit systems...



シーピーユー差別なんです。

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Re: [Freeciv-Dev] settings rework

2009-06-30 Thread Madeline Book
On 30/06/2009, Matthias Pfafferodt matthias.pfaffer...@mapfa.de wrote:
 Am Tuesday 30 June 2009 22:36:11 schrieben Sie:
 On 30/06/2009, Matthias Pfafferodt matthias.pfaffer...@mapfa.de wrote:
  I would rename settings as options, ...

 In the client the name option is already used for settings that
 are client-only (client/options.[ch]), so I don't think renaming to
 this in the server would be very helpful or useful. Is there some
 particular reason why you want to rename setting as option
 in the server?

 for one setting op is used and this is short for op(tion)? It is not needed
 but I wanted to be consistent. I will leave it as setting(s_s) and
 settings ...

Oh that. Maybe the op is a relic from ancient times when the
settings were called options in the server too. It's not too bad
as a variable name convention for settings, since it is at least
used consistently and there is no other object type whose
class name would have op as a short form.

The thing is, using just s as the variable name might conflict
with string variables, and ss is not much better (but probably
as good as op, if some other pointer-to-object variables do
not use it already). Another possibility is psetting (like there
is pcity, punit, etc.), though it is quite long. We can combine
the best of both worlds and get pset, which is short, unique
(as far as I know) and reminds the programmer what the
variable is (once they have seen it with its full type of 'struct
setting *').

Variable naming is not that important, I would just suggest
being consistent and using short names to save yourself
the typing when the variable is used a lot.


  TODO:
 
  4. possibility of callback functions for options if changed
- aifill
- aitoggle

 Yes, this is probably a good idea. The other possibility is to
 change these side-effect settings to commands.

 The problem is, that aifill takes an int value as option and also that this
 option (is/will be) used in scenarios. I would like to be able to define all
 settings needed for the game into the ruleset file. This way only
 rulesetdir ... is needed to start the game and the *serv file would be
 obsolete.

Alright, that sounds like a good plan.


  5. add functions to check / set options
- option_check(const struct settings_s *op, union setting_value
  bisval)
- option_set(struct settings_s *op, union setting_value bisval)

 It's not really consistent to prefix the functions with option_
 and then operate on settings_s pointers. I would suggest
 to just use setting_ as the prefix and use setting as the
 struct name, in keeping with general object oriented
 conventions.

 The name comes from the renaming idea (see 3.). I will use a function name
 of
 setting_*. You mean rename 'settings_s' to 'setting' like done for
 'command'?
 (done in gna13810)

Yes. The convention of appending _s to the struct name is not
used in freeciv, so there is no reason to keep it here in this case
(there are some bits of code that awkwardly use setting as a
variable name which should probably be fixed, altough using
setting as both the struct label and a variable name is not a
syntax error).


  7. new option
- skill string:easy|normal|hard skill level of new AI players

 Fine, but in its own ticket please (each new feature should
 have its own patch).

 yes; each list point should be (at least) one ticket; if I get how to plan
 my
 work it will be several patches with each resulting in a working freeciv
 version ...

Sorry to keep reminding you about basic things you probably already
know well; I do it also for anybody reading these discussions in the
future. ;)


  8. new command
- default (set default values)

 A command to do this has already existed a long time in
 warclient; it is called /reset and I think this is a slightly better
 name than /default (for example in the future it could take
 parameters so you could /reset settings, /reset map,
 /reset teams etc.).

 OK; I will look into warclient.

There are instructions on how to download and build it here:
http://freeciv.wikia.com/wiki/Warclient

 How many freeciv versions are out there? I knew of freeciv (the original),
 warclient and longturn.

Those are the 3 that are being actively developed. My
longterm goal is to merge them all into one project.


  9. special fields within the ruleset
- game.default = [0/1] if all options should be set to the default
  values - game.showchanged = [0/1] if changed values should be listed

 Is there a reason why you would want to disallow users from
 using the '/show changed' command?


 The idea is to (1) reset all settings before loading the values from the
 ruleset and (2) show the settings changed by the ruleset. This would be in
 addition to the available commands. The function to load the ruleset file
 would evaluate this settings and act accordingly.

I don't think it makes sense for the ruleset to reset all settings when it
is loaded, since there are a lot of settings that really only 

[Freeciv-Dev] [bug #13726] Add the flag in start page

2009-06-30 Thread Madeline Book

Follow-up Comment #7, bug #13726 (project freeciv):

  Hm, reading the coding style manual, it doesn't say
  to avoid the usage of tabs. 
 
 Yes, existing coding style allows use of tabs. However,
 I agree with book that spaces should be used, so coding
 style should be changed. Patch welcome.

I'll update the wikia page and the docs files, since
I have been meaning to do this for a while now.



もっと規則が必要だ。

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[Freeciv-Dev] [bug #13726] Add the flag in start page

2009-06-30 Thread Madeline Book

Follow-up Comment #8, bug #13726 (project freeciv):

 (Book, why don't I receive your message on my e-mail account?)

I have no idea, maybe it was just late in arriving?
Maybe your spam filter got tired of reading through
my drivel.

Was it just the last one, or all my comments on the
gna bugtracker? I'm not doing anything strange, just
using the post a comment box...



捨てたいほどくどくどしい。

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[Freeciv-Dev] [bug #13817] [S2_1] done_moving is not reset after the unit orders are cleared

2009-06-30 Thread Madeline Book

Update of bug #13817 (project freeciv):

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

___

Follow-up Comment #1:

 The patch in PR#40563 was not applied to S2_1.

Oh sorry, I thought it was included in the S2_1
port. I'll commit it now.



原子爆弾から一個のネジ。

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[Freeciv-Dev] [bug #13559] [RT #39700] AI should not ask for help against enemies we have not yet met

2009-06-30 Thread Madeline Book

Follow-up Comment #2, bug #13559 (project freeciv):

I just noticed that I completely omitted
Per's name from the Patch by: field in
the commit messages for this patch. Sorry
Per. :)


Patch by: Per Inge Mathisen per.mathi...@gmail.com



誰かが名前を消してしまった。


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[Freeciv-Dev] [bug #13814] segfault in assess_danger_player

2009-06-29 Thread Madeline Book

URL:
  http://gna.org/bugs/?13814

 Summary: segfault in assess_danger_player
 Project: Freeciv
Submitted by: mbook
Submitted on: Monday 06/29/2009 at 18:07
Category: general
Severity: 4 - Important
Priority: 7 - High
  Status: Confirmed
 Assigned to: mbook
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 
Operating System: None

___

Details:

I have confirmed the crash, it occurs fairly regularly
after a few turns in trunk if I just set all units to
auto-explore at the start of the game.

On 26/06/2009, Jordi Negrevernis i Font jnegrever...@jnfprogramari.com
wrote:

 Ejem... happy debugging...



#0  0x0806b9db in assess_danger_player (pplayer=0x82c8a74) at
advmilitary.c:415
   myiter = (struct genlist_link *) 0x2
#1  0x080cc6f6 in ai_do_first_activities (pplayer=0x82c8a74) at aihand.c:430
No locals.
#2  0x08052dbf in srv_running () at srv_main.c:642
   eot_timer = (struct timer *) 0x89a3290
   save_counter = 1
   is_new_turn = true
   __PRETTY_FUNCTION__ = srv_running
#3  0x08053984 in srv_main () at srv_main.c:2383
No locals.
#4  0x0804b1df in main (argc=1, argv=0xbfdfe3e4) at civserver.c:290
   inx = 1
   showhelp = 27
   showvers = 8
   option = value optimized out



探検するのは危険だそうです。




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[Freeciv-Dev] [bug #13802] [Patch] Invalid iterator for NULL hash tables

2009-06-29 Thread Madeline Book

Follow-up Comment #2, bug #13802 (project freeciv):

 It is really needed? Couldn't it be performed by adding
 a test in the iterating marco like: if (NULL != hash)?

If you mean in the specific iteration macros like
hash_keys_iterate, this would need to be repeated each
time a new macro like that is defined, and I wanted to
avoid the situation where the same code is duplicated
in the headers every time. One design goal of the
generic_iterate macro is to reduce the definition to
only the things that are different.

If you mean to put the NULL check in the generic_
iterate macro itself, it would have to be a check
on the iterator pointer, since the extra init
arguments are passed via macro varargs, and could
be completely absent or more than 1 (i.e. there is
no way to put them in an if-expression).

One reason I did not allow NULL iterator pointers is
so that I would not have to put NULL checks in all of
the iterator_*() functions and also in any code that
would use the init function outside of the generic_
iterate macro.

Iterator pointers are somewhat special in that the
memory is guaranteed to be on the stack; it is never
NULL. If we decide to use NULL iterator pointers in
one place, we would have to do away with this nice
property and assume that iterators could be NULL
almost everywhere.

We would not need the iterator.c file, but then we
would need a lot more NULL checks everywhere else, so
purely from a number of lines of code standpoint I
don't think we gain anything.

The functions in iterator.c also provide some boiler-
plate code which can be copied and adapted for new
iterator implementations (albeit the sizeof function
is missing).

Is that acceptable justification?



イエスかノーかはっきり言ってください。

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[Freeciv-Dev] [bug #13814] segfault in assess_danger_player

2009-06-29 Thread Madeline Book

Follow-up Comment #1, bug #13814 (project freeciv):

The crash seems to occur when a hut is entered...



どうぞ、小屋にお入りください。

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[Freeciv-Dev] [bug #13814] segfault in assess_danger_player

2009-06-29 Thread Madeline Book

Follow-up Comment #3, bug #13814 (project freeciv):

 It just occurred to me that my recent barbarian.c commit
 was buggy in case barbarian player is created midturn. It
 could explain this crash if barbarian player is create from
 hut. But does it happen already before onsetbarbs turn?

Yes.

Steps to reproduce:
1. Start a new game with at least one player.
2. Use the editor to place huts all around the
   starting position.
3. Set units to auto-explore (or just take huts
   yourself).
4. Server eventually crashes when some hut is taken.



お断りします。

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Re: [Freeciv-Dev] how to use git locally for freeciv

2009-06-29 Thread Madeline Book
On 29/06/2009, Matthias Pfafferodt matthias.pfaffer...@mapfa.de wrote:
 Am Thursday 18 June 2009 01:50:53 schrieb Madeline Book:
 On 17/06/2009, Bernd Jendrissek bernd.jendris...@gmail.com wrote:

 [...]

  My experience (we did it with git-svn here at work) is that it's a bit
  of an impedance mismatch; svn's limitations impose limitations on how
  you use git (I don't know if git-svnimport is any better): merges seem
  to make SVN go WTF? and freak out.
 
  Although I've never tried, I guess you could use a separate branch for
  each patchset, if you take care with how you bring it back into SVN.

 I have a branch for each patchset. And it is a one-way data exchange svn -
 git. The changes are submitted to gna as patches. Until now all is fine ...


 Separate branches is what I use with git-svn, making a new branch
 whenever I need to build on changes not yet in the main branch
 (i.e. trunk, S2_1, etc.). As a contributor one has to submit patches
 for inspection anyway, so when I do go to commit something, I just
 checkout the destination branch, apply the previously posted patch
 file, commit to git, then dcommit with git-svn. Unfortunately since
 the underlying repo is still svn, we cannot use the powerful branch
 merging features of git. :(

 A while ago I wrote a mini intro to using git with freeciv svn:
 https://mail.gna.org/public/freeciv-dev/2008-03/msg00048.html

 a size of 350MB? I have more than 3GB, most of it in the directory tags.
 It's
 not a problem but do I need this directory? I did a 'git svn clone
 svn://...'

 matth...@mattsys:/home/matthias/git du -h --max-depth=2
 2.5G./freeciv.git/tags
 251M./freeciv.git/branches
 242M./freeciv.git/trunk
 208M./freeciv.git/.git
 3.2G./freeciv.git
 3.2G.

Something is strange, since I have the full repository, with all my
local branches and all remote branches and tags in 341 MB as of
today (with git-repack -a -d and make distclean with 'trunk'
checked out).

My directory layout is different, I only have one directory (I call it
'git-svn'), in which there is a '.git' dir of 148M (du -h -s . inside)
and the currently checked out source within it (i.e. no separate 'tags',
'branches' and 'trunk' directories, e.g. 'autogen.sh' is just in 'git-svn').

Maybe despite what the documentation says, git-svn clone behaves
differently from running git-svn init and git-svn fetch separately.
Or maybe you have an old version of git or git-svn that behaves
that way.

$ git-svn --version
git-svn version 1.6.3.1 (svn 1.5.1)

Anyway, the commands I used (in the directory you want to be
the root of the repository, like 'git-svn' above) are:

$ git svn init -t tags -b branches -T trunk --prefix=gna/
svn://svn.gna.org/svn/freeciv
$ git svn fetch

(It will take a long time to fetch all the revisions, just do the command
again if it is interrupted by you or something else. Maybe you will need
a while ! git svn fetch; sleep 5; done or similar for your shell. ;))

(I'm also not sure if you should use 'svn+ssh://synt...@svn.gna...'
instead of just plain 'svn://svn.gna...', since I do not know if you will
have to re-fetch the whole damn thing if you were to get svn write
access some day...)

$ git-repack -a -d
$ git config branch.autosetupmerge true
$ git-checkout trunk gna/trunk
$ git-svn rebase

Now you should be all set.


I have no idea why your repository is so huge. It looks like it somehow
copied the entire svn repository, and then just added a .git directory
at its root. You do not need all of that, the laborious svn fetch should
have grabbed all of the necessary information and converted it into git
form.

I hope I'm not crazy/stupid. ;)



信じられねぇぇ!

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[Freeciv-Dev] [bug #13814] segfault in assess_danger_player

2009-06-29 Thread Madeline Book

Follow-up Comment #5, bug #13814 (project freeciv):

 I tested many times, I really cannot reproduce any crash.

When I put printfs that access the city pointer in assess_danger_player(),
the exactly reproducible
crashes go away. :(

Maybe this is another compiler bug (I will try
various compiler flags)...



機械の中に幽霊がある。

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[Freeciv-Dev] [bug #13817] [S2_1] done_moving is not reset after the unit orders are cleared

2009-06-29 Thread Madeline Book

Update of bug #13817 (project freeciv):

 Assigned to:None = mbook  


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[Freeciv-Dev] [bug #13819] Assertion failure in get_invention()

2009-06-29 Thread Madeline Book

Update of bug #13819 (project freeciv):

  Status: In Progress = None   


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Re: [Freeciv-Dev] how to use git locally for freeciv

2009-06-29 Thread Madeline Book
I just made a git repository on gitorious mirroring the
trunk branch in gna svn. Try it out:

$ git clone git://gitorious.org/freeciv-svn-mirror/freeciv-svn-mirror.git

Web page: http://gitorious.org/freeciv-svn-mirror


It should be a bit faster than via git-svn. ;)



そのおもちゃを見せてくれ。

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Re: [Freeciv-Dev] how to use git locally for freeciv

2009-06-29 Thread Madeline Book
On 29/06/2009, Madeline Book madeline.b...@gmail.com wrote:
 I just made a git repository on gitorious mirroring the
 trunk branch in gna svn. Try it out:

 $ git clone git://gitorious.org/freeciv-svn-mirror/freeciv-svn-mirror.git

And when that finishes do

$ git-checkout -b trunk origin/trunk

in the newly created directory (freeciv-svn-mirror).

Sorry, I think I had a mistake in the git-checkout example
step in my previous mail: I forgot the -b argument to create
a new branch.



ただの枝だ。

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[Freeciv-Dev] [bug #13803] [Patch] Start position cleanup and extension

2009-06-28 Thread Madeline Book

URL:
  http://gna.org/bugs/?13803

 Summary: [Patch] Start position cleanup and extension
 Project: Freeciv
Submitted by: mbook
Submitted on: Sunday 06/28/2009 at 06:07
Category: editor
Severity: 3 - Normal
Priority: 5 - Normal
  Status: Ready For Test
 Assigned to: mbook
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 
Operating System: None

___

Details:

The attached patch implements improved start position
functionality for the editor. Depends on the patches
in #13793, #13800, #13801 and #13802.

The user can now easily place start positions on the
map in edit mode, and efficiently set which nations
may start at any given position, including allowing
all nations or excluding specific ones (via the
property editor).


Two packets are used for communicating start position
information between clients and the server:

  PACKET_EDIT_STARTPOS
  PACKET_EDIT_STARTPOS_FULL

The first is used to either create or remove a start
position at a tile, and the second to set the nation
information. A bitvector is used to pack a list of
nations into the packet (bits correspond to nation
numbers), with a limit of 1024 maximum nations
(MAX_NUM_STARTPOS_NATIONS in fc_types.h). Hopefully
before more than 1024 nations exist there will be
better network protocol support for dynamic arrays
in packets, removing the need for hard-coded maximum
sizes.

These packets are sent by both the client and the
server, allowing most of the handling code to be
factored out into functions in common/map.c.


Some less noteworthy internal additions:

- Added a 'TILE' packet field (SINT32) used to
  send tile indexes, as an alternative to sending
  COORD x, y.

- Added a new object type OBJTYPE_STARTPOS to the
  property editor, along with 2 read-only and 2
  editable properties.

- Added a new value type VALTYPE_STARTPOS_NATIONS
  for special handling of a hash_table used to
  represent the nations at a start position.

- Added iterators for iterating all nations in a
  start position, and all start positions on the
  map.

- Updated version.in due to packet changes.

And some partially related fixes:

- PACKET_EDIT_TILE had incorrect but harmless
  UNIT id field, which I changed to TILE id.

- editgui_notify_object_{changed,created}() do not
  propagate the notifications outside of edit mode.

- Made objtype_get_id_from_object() use -1 to
  represent an invalid ID instead of zero, since for
  example for tile IDs (i.e. as returned by tile
  _index()) zero is a valid value.

- Added some argument checks in property_page_add
  _objbind().


As far as start positions go now, what remains to
be done is:

* Make the map generator use the new start position
  API (hence remove map.start_positions).
* Send start positions to editing clients when
  entering edit mode.
* Implement saving and loading of the new start
  position data structures in savegames/scenarios.
* Get a better start position map sprite than
  user.attention (also perhaps somehow distinguish
  between a start position allowing all, some, or
  excluding nations).



ようやくやった。



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File Attachments:


---
Date: Sunday 06/28/2009 at 06:07  Name: startpos_cleanup_and_extension.patch 
Size: 52kB   By: mbook

http://gna.org/bugs/download.php?file_id=6068

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[Freeciv-Dev] [bug #13805] [patch] change call by id (int) to call by reference (struct settings_s)

2009-06-28 Thread Madeline Book

Update of bug #13805 (project freeciv):

 Assigned to:None = mbook  

___

Follow-up Comment #1:

This patch is good, but you can reduce references to the
global variable 'settings' even more by using helper
functions to get a setting pointer from a setting id:

struct settings_s *setting_by_number(int id)
{
  if (!(0 = id  id  SETTINGS_NUM) {
return NULL;
  }
  return settings + id;
}


(The expression 'settings + id' is the same as
'settings[id]', since ptr[x] == *(ptr + x)).

To get the id from a setting pointer, you use
pointer arithmetic again:

int setting_number(const struct setting_s *op)
{
  if (!op) {
return -1;
  }
  return op - settings;
}


Some description of pointer arithmetic is here

http://en.wikipedia.org/wiki/Pointer_arithmetic#C_and_C.2B.2B

if you are unfamiliar with the concept.


Ideally we would want to completely remove the extern
reference to 'settings' from settings.h.


Good job using git. :)



算数授業に行きましょうか。

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[Freeciv-Dev] [bug #13805] [patch] change call by id (int) to call by reference (struct settings_s)

2009-06-28 Thread Madeline Book

Follow-up Comment #2, bug #13805 (project freeciv):

In case you want git to use your public name and
email address (instead of using information from the
local machine),  use

git config --global user.name Your Name Comes Here
git config --global user.email y...@yourdomain.example.com

to set your details. That way the correct email will
be used for git-format-patch et al.



アドレスを知っていませんが。

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[Freeciv-Dev] [bug #13807] [patch] define the settings within a function

2009-06-28 Thread Madeline Book

Update of bug #13807 (project freeciv):

 Assigned to:None = mbook  


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[Freeciv-Dev] [bug #13807] [patch] define the settings within a function

2009-06-28 Thread Madeline Book

Follow-up Comment #1, bug #13807 (project freeciv):

I'm not sure that we need to get rid of the static
'settings' array and use dynamic memory for settings,
since even with your approach there will still be at
least one variable global to the settings.c file.

If you are worried that you cannot use static initializers
with unions, you need not be, since you can use the
syntax:

union foo {
  int i;
  const char *s;
  bool b;
};

union foo f1 = { .b = TRUE };
union foo f2 = { .s = hi };

This could be a little more tricky though, since the
settings take the address of the int/bool. I think you
can just do

union pfoo {
  int *pi;
  bool *pb;
  char *ps;
};

union pfoo pf1 = { .pi = value };

Of course please use much better variable and field
names than I do in the examples.



時間をかけていい名前を思いつく。

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[Freeciv-Dev] [bug #13807] [patch] define the settings within a function

2009-06-28 Thread Madeline Book

Follow-up Comment #4, bug #13807 (project freeciv):

 This will help! The 'static initializers' error message
 was the reason for me to try it with a function. Is an
 union portable to win, ...?

Struct/union initializers are part of the c language
(but not c++ apparently), so it should work with any
c compiler.



窓でもいいよ。

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[Freeciv-Dev] [bug #13810] [patch] use unions to save the game settings

2009-06-28 Thread Madeline Book

Update of bug #13810 (project freeciv):

 Assigned to:None = mbook  


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[Freeciv-Dev] [bug #13810] [patch] use unions to save the game settings

2009-06-28 Thread Madeline Book

Follow-up Comment #3, bug #13810 (project freeciv):

 It looks really better and understandable to me. More
 over, it should take the minimal size of the whole
 structure, and not an addition of all of them.

I agree with pepeto, the union of structs would
probably make more sense, since what we are basically
trying to do is polymorphism on the structs in
pepeto's example code.



もうちょっとお願いがあるんですが。

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[Freeciv-Dev] [bug #13810] [patch] use unions to save the game settings

2009-06-28 Thread Madeline Book

Follow-up Comment #4, bug #13810 (project freeciv):

 static inline bool setting_boolval(conct struct setting_s *op)

That should be const of course.

I'm also not sure about the naming scheme, since
with the full setting_ prefix this makes it a
little awkward to use in expressions.

Perhaps just SBOOLVAL or some similar short
macro-like name (beware conflicts though, both
literal and conceptual :)).



カンック?

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[Freeciv-Dev] [bug #13811] [Patch] string vector

2009-06-28 Thread Madeline Book

Update of bug #13811 (project freeciv):

 Assigned to:None = mbook  


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[Freeciv-Dev] [bug #13559] [RT #39700] AI should not ask for help against enemies we have not yet met

2009-06-27 Thread Madeline Book

Update of bug #13559 (project freeciv):

Priority:   1 - Later = 5 - Normal 
  Status:None = In Progress
 Assigned to:None = mbook  


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[Freeciv-Dev] [bug #13799] siplt C_S_PREPARING in trunk

2009-06-27 Thread Madeline Book

Follow-up Comment #1, bug #13799 (project freeciv):

I agree that the client should distinguished between
being connected in pregame, and being disconnected.
If I recall correctly, right now there are some hacks
that check if aconnection is connected to know if
the game data should be reset. A client state would
probably be a better solution.


Ideally we would want to design it so that ruleset
data is only sent when the ruleset actually changes
on the server, that is, when clients connect initially
or when the ruleset is changed in pregame due to
the rulesetdir command or a game being loaded.



情報伝達を最小限に下げましょう。

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[Freeciv-Dev] [bug #13800] [Patch] Hash table copy constructor and equality test

2009-06-27 Thread Madeline Book

URL:
  http://gna.org/bugs/?13800

 Summary: [Patch] Hash table copy constructor and equality
test
 Project: Freeciv
Submitted by: mbook
Submitted on: Sunday 06/28/2009 at 05:06
Category: general
Severity: 3 - Normal
Priority: 5 - Normal
  Status: Ready For Test
 Assigned to: mbook
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 
Operating System: None

___

Details:

Attached patch adds functions:

  struct hash_table *hash_copy(const struct hash_table *h);
  bool hash_equal(const struct hash_table *a,
  const struct hash_table *b);

for copying and testing equality of hash tables.

The copy is a copy in the deep sense (i.e. new
buckets are created), but element key and value
pointers are just copied by value (i.e. elements
are only shallow copied).

Equality is satisfied if the pointer is the
same, or both are not NULL, have the same fcmp
fval, and free functions, have the same number
of elements, and all element key/value pointers
are equal in the order traversed by the hash
iterator.



平等が写しで保証される。



___

File Attachments:


---
Date: Sunday 06/28/2009 at 05:06  Name: hash_copy_equal.diff  Size: 3kB   By:
mbook

http://gna.org/bugs/download.php?file_id=6065

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[Freeciv-Dev] [bug #13801] [Patch] Stub invalid iterator implementation

2009-06-27 Thread Madeline Book

URL:
  http://gna.org/bugs/?13801

 Summary: [Patch] Stub invalid iterator implementation
 Project: Freeciv
Submitted by: mbook
Submitted on: Sunday 06/28/2009 at 05:12
Category: general
Severity: 3 - Normal
Priority: 5 - Normal
  Status: Ready For Test
 Assigned to: mbook
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 
Operating System: None

___

Details:

Patch adds a simple stub generic iterator that can be
used when an iterator init functions receives invalid
arguments.



あなたの議論は無効です。



___

File Attachments:


---
Date: Sunday 06/28/2009 at 05:12  Name: invalid_iter_stub.diff  Size: 3kB  
By: mbook

http://gna.org/bugs/download.php?file_id=6066

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[Freeciv-Dev] [bug #13802] [Patch] Invalid iterator for NULL hash tables

2009-06-27 Thread Madeline Book

URL:
  http://gna.org/bugs/?13802

 Summary: [Patch] Invalid iterator for NULL hash tables
 Project: Freeciv
Submitted by: mbook
Submitted on: Sunday 06/28/2009 at 05:25
Category: general
Severity: 3 - Normal
Priority: 5 - Normal
  Status: Ready For Test
 Assigned to: mbook
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 
Operating System: None

___

Details:

Making use of the 13801, trying to iterate over
a NULL hash table will just iterate over nothing,
instead of crashing.



私が無にぶつかった。



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File Attachments:


---
Date: Sunday 06/28/2009 at 05:25  Name: use_invalid_hash_iter.diff  Size: 1kB
  By: mbook

http://gna.org/bugs/download.php?file_id=6067

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[Freeciv-Dev] [bug #13727] /detach, /observe and /take are incomplete after the game ended

2009-06-26 Thread Madeline Book

Update of bug #13727 (project freeciv):

  Status:None = Ready For Test 

___

Follow-up Comment #5:

Here's a quick port for trunk, which appears to
work well. Testing would be appreciated.



確認しなければなりません。

(file #6059)
___

Additional Item Attachment:

File name: trunk-game_over.patch  Size:7 KB


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[Freeciv-Dev] [bug #13790] [Patch] Fix diplomat_success_vs_defender() chance

2009-06-25 Thread Madeline Book

URL:
  http://gna.org/bugs/?13790

 Summary: [Patch] Fix diplomat_success_vs_defender() chance
 Project: Freeciv
Submitted by: mbook
Submitted on: Thursday 06/25/2009 at 23:12
Category: general
Severity: 4 - Important
Priority: 7 - High
  Status: Confirmed
 Assigned to: mbook
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 
Operating System: None

___

Details:

As reported by Szunti in the forum:
http://forum.freeciv.org/viewtopic.php?p=24231

there is a programming mistake at the end of the
function diplomat_success_vs_defender(). The attached
patch fixes the inequality and also improves some
comments and formatting.



俺はスパイじゃないよ。



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---
Date: Thursday 06/25/2009 at 23:12  Name: fix_diplomat_chance.diff  Size: 3kB
  By: mbook

http://gna.org/bugs/download.php?file_id=6050

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[Freeciv-Dev] [bug #13793] [Patch] Use generic iterator for nation iteration

2009-06-25 Thread Madeline Book

URL:
  http://gna.org/bugs/?13793

 Summary: [Patch] Use generic iterator for nation iteration
 Project: Freeciv
Submitted by: mbook
Submitted on: Friday 06/26/2009 at 00:13
Category: general
Severity: 3 - Normal
Priority: 5 - Normal
  Status: Ready For Test
 Assigned to: mbook
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 
Operating System: None

___

Details:

Attached patch converts the nations_iterate macro
to use the generic iterator interface. Hence the
functions nation_array_{first,last}() are removed.

I make use of the nation iterator in the start
position code I am currently working on.



未来には「国家」という概念は時代遅れである。



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Date: Friday 06/26/2009 at 00:13  Name: nation_iterator.diff  Size: 4kB   By:
mbook

http://gna.org/bugs/download.php?file_id=6053

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[Freeciv-Dev] [bug #13763] gtk assertion VALID_ITER failed when detaching

2009-06-23 Thread Madeline Book

Update of bug #13763 (project freeciv):

 Assigned to:None = mbook  


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[Freeciv-Dev] [bug #13736] [2.1] Air patrol still crashes

2009-06-21 Thread Madeline Book

Update of bug #13736 (project freeciv):

Priority:  5 - Normal = 7 - High   
 Assigned to:None = mbook  

___

Follow-up Comment #1:

I think we should backport the improved goto code
from trunk to S2_1, since it is such a critical
part of the client.



この要素は重大ですから。

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[Freeciv-Dev] (PR#40821) Assertion failure

2009-06-21 Thread Madeline Book

URL: http://bugs.freeciv.org/Ticket/Display.html?id=40821 

 [ju...@williamsonclan.us - Sun Jun 21 03:09:21 2009]:
 
 I am using 2.1.9

Alright, another ticket for the air patrol bug in 2.1.9
has already been started on the gna bug tracker:

https://gna.org/bugs/index.php?13736

I will close this ticket marking it as a duplicate and
add you as a requestor to the new one.


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なんだ、おじさんか。

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[Freeciv-Dev] [bug #13732] Detaching doesn't update the game.player_ptr pointer

2009-06-20 Thread Madeline Book

Update of bug #13732 (project freeciv):

 Assigned to:None = mbook  


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[Freeciv-Dev] [bug #13733] Endgame report can contain negative tech score

2009-06-20 Thread Madeline Book

Update of bug #13733 (project freeciv):

 Assigned to:None = mbook  


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[Freeciv-Dev] (PR#40821) Assertion failure due to air patrol

2009-06-20 Thread Madeline Book

URL: http://bugs.freeciv.org/Ticket/Display.html?id=40821 

 [ju...@williamsonclan.us - Fri Jun 19 19:23:19 2009]:
 
 Hello,
 Whenever I try to send my AWACS on Patrol, I receive the following:
 
 File: ../../utility/shared.c
 Line: 754

Hi,

Thanks for the report, but could you provide information
about what version you are running? If I recall some air
patrol crashing bug was fixed a long time ago.

Also, use the gna bug tracker:
https://gna.org/bugs/?func=additemgroup=freeciv


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[Freeciv-Dev] [bug #13727] /detach, /observe and /take are incomplete after the game ended

2009-06-19 Thread Madeline Book

Follow-up Comment #3, bug #13727 (project freeciv):

 There is an other oddity. It seems that the client
 absolutly needs to receive the C_S_RUNNING state to
 switch to the game page. So, is it better to send
 2 states consecutively (C_S_RUNNING and C_S_OVER)
 or to allow the client to handle directly the
 C_S_OVER state ?

Directly handling C_S_OVER would be the better
approach. If you find some bad dependencies that
make this complicated I can have a look at it in
more detail.



いつも頼ることです。

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[Freeciv-Dev] (PR#40697) Patch adding Traderoute tab in city dialog

2009-06-19 Thread Madeline Book

URL: http://bugs.freeciv.org/Ticket/Display.html?id=40697 

 [jmarda...@ifrance.com - Thu Jan 29 18:53:19 2009]:
 
 I have made a patch for the gtk client of freeciv adding
 a TradeRoute tab in the CityDialog. 

 The patch was made on rev 15454 of trunk
 
 3 files attached :
 - A svn diff patch for updated files (client/gui-gtk-2.0/Makefile.am,
 client/gui-gtk-2.0/gui_main.c, client/gui-gtk-2.0/citydlg.c)
 - A new file client/gui-gtk-2.0/trade.c implementing the trade tab
 - A new file client/gui-gtk-2.0/trade.h for the header

As stated in #40710 you need to follow the patch
submission guidelines if you want to have someone
examine this patch. It's not that we cannot make
it work, it's that it will take too long if we
need to do this each time.

I will close this ticket, and if you want to try
again to have this feature included (I do like
the idea) you can post a corrected version to
the gna bug tracker:
https://gna.org/bugs/?func=additemgroup=freeciv


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走ろう!

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[Freeciv-Dev] (PR#40710) Patch adding traderoutes list in Economic report

2009-06-19 Thread Madeline Book

URL: http://bugs.freeciv.org/Ticket/Display.html?id=40710 

I will close this ticket; if you want to try submitting
a corrected patch for this feature, please use the gna
bugtracker:
https://gna.org/bugs/?func=additemgroup=freeciv


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でもすべての店が閉まっている。
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[Freeciv-Dev] [bug #13652] Cannot get explanation of mgr_xxx settings

2009-06-19 Thread Madeline Book

Update of bug #13652 (project freeciv):

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


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[Freeciv-Dev] [bug #13715] [PATCH] Simplify editor copy and paste handling

2009-06-19 Thread Madeline Book

Update of bug #13715 (project freeciv):

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


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[Freeciv-Dev] [bug #13498] client abort in 2.1.9+ GTK

2009-06-19 Thread Madeline Book

Follow-up Comment #14, bug #13498 (project freeciv):

Can someone using latest S2_1 from svn confirm if
this crash still occurs? There were a number of
fixes committed in the meantime, in particular
one dealing with some nasty potential memory
corruption, so the bug might be absent now.



そう思うが。

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[Freeciv-Dev] [bug #13719] Compilations warnings

2009-06-18 Thread Madeline Book

Update of bug #13719 (project freeciv):

  Status:None = Confirmed  
 Assigned to:None = mbook  


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[Freeciv-Dev] [bug #13727] /detach, /observe and /take are incomplete after the game ended

2009-06-18 Thread Madeline Book

Update of bug #13727 (project freeciv):

 Assigned to:None = mbook  


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[Freeciv-Dev] [bug #13621] [patch] load game settings from ruleset

2009-06-18 Thread Madeline Book

Update of bug #13621 (project freeciv):

Severity:  3 - Normal = 2 - Minor  
Priority:  5 - Normal = 3 - Low
  Status:None = In Progress

___

Follow-up Comment #9:

Please use the bug tracker to post follow up
comments, so that people looking at the tickets
will see the full converstion.

 I will take into account your comments and rework all
 the settingconfigurations. As I see it, there should
 be the following functions (in settings.c?)

 bool settings_check(int cmd, union bisval, ...
 bool settings_set(int cmd, union bisval, ...
 bool settings_send(int cmd)

I would adopt the convention that the class
is 'setting' (since it is 'struct setting') so
the prefix for all functions is setting_ and
the first argument is 'struct setting *' (or
with leading const if the function does not
change the internal state of the setting).

Also maybe 'setting_update' would be a better
name since in 'setting_set' the set is
repeated and this is kind of ugly. set can
also mean a collection of objects in English
so the name might be a little ambiguous. This
is just my personal opinion though.

 - int cmd:
 number of the command in the settings struct

It is probably better to use 'struct setting *',
since one day settings might not be in a static
array. It's really not that much of a problem,
though if you use the int id approach you
have to transform 'id' - 'struct setting' in
each setting_*() function, whereas if you pass
the struct pointer you do not have to reference
the global array in each function (or call a
function that does).

 - union bisval:
 bool/int/string value for the option

Why not 'union setting_value'? This would clearly
indicate what it is used for, and the individual
field names would tell you the underlying types.
I don't think someone seening bisval for the
first time would have any idea what it means.

 - char *msgstr:
   return message by the function (error/success;
only displayed if length  0)
 - int *msglen
   length of msgstr

Alright, but check if these are always necessary.
Maybe some of the setting_*() won't need them.

 should there also be a function
 
 struct settings *op = settings_get(int cmd)?

If you take the int id approach, though with
the better setting pointer method you would
just change the parsing function to return the
setting pointer.

Maybe if you find that 'int cmd' has an overloaded
meaning as a command id (for 'struct command'),
you can go with the id approach. I do recall some
ugliness in stdinhand where some function returns
an int value that could be either a setting id or
a command id (help_command?); if it is too much
trouble to fix this too then just use ids.


 Some questions:
 
 Am Thursday 18 June 2009 03:45:29 schrieb Madeline Book:
  - Sometimes you cmd_reply (= notify_conn) in the
set_command_*() function, and sometimes you
notify_conn in its caller; in other words, what
is the point of passing 'pastr' if you just
cmd_reply inside it anyway.

 that is the difference between cmd_reply and notify_conn?
 
 From the comments to
 cmd_reply I take that it does not duplicates output on the
 console? Should
 this be used for calls from the command line?

cmd_reply prefixes the message with /commandname:,
and echos to the server console if 'caller' is NULL
(i.e. when the server operator enters the command).

To be consistent, just use cmd_reply in all server
command functions ('*_command()') unless you need
to send some special message to connected users
like Server: Exploding. which the server operator
would already know about in some other way.

Otherwise use freelog() if you just want to print
some information to the console.

Maybe this business of echoing or not echoing to
the console should be examined and cleaned up too,
but that can be in another ticket.

 Should this function(s) be called every time something
 should be printed or at the end one time to print all
 text (especially for the rulesets)?

Ruleset loading should use freelog() to tell the
server operator what is going on, and only send
a message if it succeeds or fails to users (this
is already done by the rulesetdir command I think).
Actually I don't recall that regular freeciv can
gracefully fail loading a ruleset, it just dies.

So any error messages from the setting_*()
functions would be only advisory, and should
probably only be echoed to the console with 
freelog(LOG_ERROR, ...).


  - You replace the fast pointer checks with slow
string comparisons (strcmp(op-name,...)) for
no reason (yes we can debate which is better
but the fact is that both depend on some hard-
coded name, be it either the string name or
the variable name, so you do not gain anything
by changing it).

 So the following line tests, if it points to the same
 place in memory? At first I thought

[Freeciv-Dev] [bug #13719] Compilations warnings

2009-06-18 Thread Madeline Book

Update of bug #13719 (project freeciv):

 Open/Closed:Open = Closed 


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[Freeciv-Dev] [bug #13587] [patch] add upkeep information to units in city dialog

2009-06-18 Thread Madeline Book

Update of bug #13587 (project freeciv):

  Status: In Progress = Postponed  
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [bug #13727] /detach, /observe and /take are incomplete after the game ended

2009-06-18 Thread Madeline Book

Follow-up Comment #1, bug #13727 (project freeciv):

Do we really need to send_diplomatic_meetings() after
the game is over?



終わりの後には外交対話できるか。

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[Freeciv-Dev] [bug #13713] [PATCH] Agent calls are never equal if they are to different agents

2009-06-17 Thread Madeline Book

Update of bug #13713 (project freeciv):

 Assigned to:None = mbook  


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Re: [Freeciv-Dev] [PATCH] Fix-type-of-argument-extracted-from-varargs-list

2009-06-17 Thread Madeline Book
On 17/06/2009, Bernd Jendrissek bernd.jendris...@gmail.com wrote:
 I found my agent crashing on tile-related callbacks.  Turns out
 handle_tile_info() was passing a struct tile *, but enqueue_call() was
 taking x and y coordinates.  This couldn't have helped the core dumps
 and memory corruption referred to in
 http://thread.gmane.org/gmane.games.freeciv.cvs/6285, but that's so
 2004 I don't know if that's relevant here.

Certainly taking two args from a va_list when only one exists there
is not a good thing! Thanks for tracking this down, I'll test it and
commit it as soon as possible.



その機械は一体どうやって動けます。

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[Freeciv-Dev] [bug #13714] [PATCH] Fix type of argument extracted from varargs list.

2009-06-17 Thread Madeline Book

URL:
  http://gna.org/bugs/?13714

 Summary: [PATCH] Fix type of argument extracted from varargs
list.
 Project: Freeciv
Submitted by: mbook
Submitted on: Wednesday 06/17/2009 at 17:31
Category: agents
Severity: 4 - Important
Priority: 7 - High
  Status: Confirmed
 Assigned to: mbook
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 
Operating System: None

___

Details:

Reposted from freeciv-dev:

On 17/06/2009, Bernd Jendrissek bernd.jendris...@gmail.com wrote:
 I found my agent crashing on tile-related callbacks.
 Turns out handle_tile_info() was passing a
 struct tile *, but enqueue_call() was taking x
 and y coordinates.  This couldn't have helped the
 core dumps and memory corruption referred to in
 http://thread.gmane.org/gmane.games.freeciv.cvs/6285,
 but that's so 2004 I don't know if that's relevant here.

I made a slight adjustement to your patch, namely
the trunk version uses the wrapper tile_index(),
and the 'const' is written before the typename,
in keeping with the general convention in use in
the freeciv codebase.



システムの中でメモリを破壊します〜



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---
Date: Wednesday 06/17/2009 at 17:31  Name:
trunk-fix_agent_va_list_corruption.diff  Size: 700B   By: mbook

http://gna.org/bugs/download.php?file_id=5987
---
Date: Wednesday 06/17/2009 at 17:31  Name:
S2_1-fix_agent_va_list_corruption.diff  Size: 695B   By: mbook

http://gna.org/bugs/download.php?file_id=5988

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[Freeciv-Dev] [bug #13715] [PATCH] Simplify editor copy and paste handling

2009-06-17 Thread Madeline Book

URL:
  http://gna.org/bugs/?13715

 Summary: [PATCH] Simplify editor copy and paste handling
 Project: Freeciv
Submitted by: mbook
Submitted on: Wednesday 06/17/2009 at 18:23
Category: editor
Severity: 3 - Normal
Priority: 5 - Normal
  Status: Ready For Test
 Assigned to: mbook
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 
Operating System: None

___

Details:

Attached patch changes the way the copy and paste
operation in the editor is handled: instead of
having copy and paste modes for each tool, a
separate copy and paste tool is added, and this
is the only tool that supports copy and paste
modes.

Although this makes it copy and paste everything
on a tile, it should be straight forward to later
add the ability to select only a subset of the
object types for copying/pasting.



木星から来て液晶を常食としている生命体かもしれない。



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Re: [Freeciv-Dev] how to use git locally for freeciv

2009-06-17 Thread Madeline Book
On 17/06/2009, Bernd Jendrissek bernd.jendris...@gmail.com wrote:
 On Thu, Jun 18, 2009 at 12:54 AM, Matthias
 Pfafferodtmatthias.pfaffer...@mapfa.de wrote:
 at the moment I use svn to work with the freeciv code. For each patchset I
 create a copy of the svn repo using 'cp -lr'. It is not the best way but
 working ...

 How would I'm using git (my own local git repo) for the freeciv source
 code? I
 found git-svnimport and also more than enough web sides to explain git.
 But
 how to handle different patchsets? Create a new branch for each? Up to now
 I
 used cvs on my own projects (only one user) but with the freeciv code it
 is
 kind of confusing, especially rebasing to the up-to-date svn.

 My experience (we did it with git-svn here at work) is that it's a bit
 of an impedance mismatch; svn's limitations impose limitations on how
 you use git (I don't know if git-svnimport is any better): merges seem
 to make SVN go WTF? and freak out.

 Although I've never tried, I guess you could use a separate branch for
 each patchset, if you take care with how you bring it back into SVN.

Separate branches is what I use with git-svn, making a new branch
whenever I need to build on changes not yet in the main branch
(i.e. trunk, S2_1, etc.). As a contributor one has to submit patches
for inspection anyway, so when I do go to commit something, I just
checkout the destination branch, apply the previously posted patch
file, commit to git, then dcommit with git-svn. Unfortunately since
the underlying repo is still svn, we cannot use the powerful branch
merging features of git. :(

A while ago I wrote a mini intro to using git with freeciv svn:
https://mail.gna.org/public/freeciv-dev/2008-03/msg00048.html

Though that was over a year ago and I'm sure that some git
commands have changed since then (if something fails check
the updated docs).

As a matter of convenience I have a separate git repository for
S2_1, since there are many autoconf/packet related changes
which would require a complete ./autogen.sh  make whenever
switching to trunk.

I also like having a bunch of shell aliases for commonly used
command sequences:

alias gb='git branch'
alias gba='git branch -a'
alias gci='git commit -v'
alias gco='git checkout'
alias gd='git diff'
alias gdc='git diff --color'
alias gdci='git-svn dcommit'
alias gl='git log'
alias glt='git log --pretty=format:%s%n%n%b'
alias gps='git push'
alias gpu='git pull'
alias gr='git reset'
alias greb='git-svn rebase'
alias gsh='git show'
alias gshc='git show --stat -p --color'
alias gst='git status'


Using git branches is much more space efficient than copying
the svn repo each time, and incomparably faster. This was
actually the main reason I learned to use git a long time, though
git has many more advantages beyond just that. ;)



あなたも同化される。

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[Freeciv-Dev] [bug #13652] Cannot get explanation of mgr_xxx settings

2009-06-17 Thread Madeline Book

Update of bug #13652 (project freeciv):

  Status:None = Ready For Test 

___

Follow-up Comment #1:

Minimal patchfix. Is there really any current reason
to keep the 'explain' command around?



退化器官のようですね。

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[Freeciv-Dev] [bug #13587] [patch] add upkeep information to units in city dialog

2009-06-17 Thread Madeline Book

Follow-up Comment #8, bug #13587 (project freeciv):

Updated to recent trunk.



逃げ出してるよ!

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[Freeciv-Dev] [bug #13621] [patch] load game settings from ruleset

2009-06-17 Thread Madeline Book

Follow-up Comment #8, bug #13621 (project freeciv):

 version 5; changes:

Some slight problems with this version:
- A better name would be load_ruleset_game_settings().
- 'astr' should not be static.
- 'astr' should not even be an astring, a stack
  allocated char array would suffice (just pass its
  maximum size too).
- It's hard to figure out what 'pastr' is used for,
  it is neither documented in any function header nor
  named according to its use.
- The LOG_VERBOSE messages really should be LOG_DEBUG.
- The critical send_server_setting() ...
  send_server_info_to_metaserver() part is duplicated
  3 times.
- Names of enum set_cmd_type are vague and belong to
  different categories; they need to be at least
  documented (e.g. above the enum declaration) so
  that programmers know what they are supposed to mean.
- Overuse of SCMD_* makes the codepath of set_command_*()
  hard to follow, i.e. parametrizing the behaviour
  in that way makes it harded to understand.
- Sometimes you cmd_reply (= notify_conn) in the
  set_command_*() function, and sometimes you
  notify_conn in its caller; in other words, what
  is the point of passing 'pastr' if you just
  cmd_reply inside it anyway.
- You replace the fast pointer checks with slow
  string comparisons (strcmp(op-name,...)) for
  no reason (yes we can debate which is better
  but the fact is that both depend on some hard-
  coded name, be it either the string name or
  the variable name, so you do not gain anything
  by changing it).
- You do not have to explicitly convert bool to
  int and vice versa in function arguments.
- You (probably) should not be calling send_*()
  functions while a ruleset is being loaded.

If any of the above is unclear or you do not know
why it would be a problem, ask and I will try to
elaborate on it.

My suggestion is to factor out into separate
functions [by factor out I mean take the duplicated
code and put it in one place so there is only one
copy, not make 3 copies; cf. 2x + xy + 3xz =
x(2 + y + 3z)]:
- setting value checking with bool return indicating
  success and error message buffer for reason:
bool setting_check(const struct setting *op,
  int ibval, const char *sval, char *err, int errlen)
  with 'ibval' taking the bool or int value, and 'sval'
  taking a pointer to the new string, when applicable.
  Probably a nicer approach would be to use a union:
union setting_data {
  int v_int;
  bool v_bool;
  const char *v_str;
};
  but the one unused argument is good enough, and besides
  if you were to use the union you might as well rewrite
  the entire setting handling code to make use of it
  (it would probably be a lot better as a result).
- setting updating:
bool setting_update(...)
  which would be clearly marked as not doing any error
  checking (this should be handled by check()). Probably
  you should not handle the side-effects here, since this
  pollutes a nice low level function with high level
  dependencies. Probably a separate ticket should be
  made to remove the side-effects completely (e.g. aifill
  should be a command, not a setting, but this needs
  to be more closely examined).
- maybe reading from a secfile:
bool setting_load_from_secfile(...)
  it can take a secfile prefix (i.e. the game.) so as
  to be slightly more general, and would probably
  make use of check() and update().

Of course if you start to use the above approach
and it turns out to be worse than what you already
have, feel free to ignore my suggestions. :)


Really I would have been happy to commit the last
version, since if you dig much deeper into this
code you will probably end up making a substantial
rewrite. It's up to you if you want to continue
with this less than exciting stuff or just leave
it for later...



もっともっと深く巻き込まれてしまった。

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[Freeciv-Dev] [bug #13713] [PATCH] Agent calls are never equal if they are to different agents

2009-06-17 Thread Madeline Book

Update of bug #13713 (project freeciv):

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


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[Freeciv-Dev] [bug #13714] [PATCH] Fix type of argument extracted from varargs list.

2009-06-17 Thread Madeline Book

Update of bug #13714 (project freeciv):

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


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Re: [Freeciv-Dev] [PATCH] Agent calls are never equal if they are to different agents

2009-06-16 Thread Madeline Book
On 15/06/2009, Bernd Jendrissek bernd.jendris...@gmail.com wrote:
 On Tue, Jun 9, 2009 at 3:44 AM, Madeline Bookmadeline.b...@gmail.com
 wrote:
 You should know that the agents framework suffers from
 a number of design problems and has not been actively
 maintained by anyone in a long time, the original author
 no longer begin involved in freeciv development and nobody
 else really interested in learning how it should work or how
 to fix it and make use of it.

 Could you elaborate please?  I haven't been subscribed in a few years
 so I'm not up-to-date with current memes.  You don't need to do my
 homework for me; I'm just looking for *what* to look for.  Design
 problems worries me, if I'm going to be depending on agent callbacks.

For cma in particular: it is slow (no CPU computation should take
longer than a second; the algorithm does not scale), inefficient (too
much client-server communication making it unwieldy in online
games), does not adapt well to non-default game rules (the ugly
cross-dependence of common/ files and untested behavior for other
rulesets), and fails to accomodate even basic game situations that
occur again and again (no way to prevent greedy tile grabbing, no
way to fix tile usage, recomputation right at the very moment when
client needs to be responsive, etc., etc.).

(I mention in passing that the entire attribute system should be
removed, and probably would have been long ago, were it not for
the single annoying dependence of the cma on it.)

Every potential agent implementation must consider whether it fails
in the above mentioned respects at least. In general there is also the
question whether client side automation afforded by agents is even
desirable for freeciv, as then it may degenerate in to battle of computer
programs rather than players.

For example in the case of the city worker twiddling problem that
cma tries to alleviate (player does not have to micro-manage citizens,
in theory), one should also consider fixing the design of the game
itself. That is, instead of throwing AI at the game problem, consider
finding and proposing better game mechanics that would not suffer
the same player annoyances.

Then there is the current problem of agent implementations almost
always requiring to keep track of some form of state between
activations, but the design of freeciv packets makes this quite
cumbersome at best (cf. the request id hacks used by cma). In brief,
there is poor support for stateful client side programming (other
parts of freeciv suffer from this too, and I have a solution in mind,
but have not yet had time to make a test implementation).

Finally I would just like to mention lua as a much better candidate
for work than the agents framework. Extending and implementing
all non-resource intensive code in a lua engine would do wonders
for AI programming, both on the server and the client side. At
least so my dream goes, assuming that the lua integration is done
right. ;)


All that said, if you are some programming wizard and have already
made some significant improvements to the agents system and
implemented some useful features, feel free to post your patches
for possible inclusion in the development version; at least we would
have something more fruitful and concrete to discuss rather than
past mistakes and vague generalities.



何かがモニターのピクセルを一つずつ食べてしまう。

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[Freeciv-Dev] [bug #13621] [patch] load game settings from ruleset

2009-06-10 Thread Madeline Book

Follow-up Comment #5, bug #13621 (project freeciv):

The attached version has some minor style and
formatting improvements and is more or less
good enough to commit, I think. There is though
the obvious problem that ruleset_set_cmd() does
not handle setting side-effects like the
set_command() function does. Really what should
be done is to factor out the changing of the
setting's value into a separate function that
is called by both of them. So set_command()
would parse its command line and call the
function, and ruleset_set_cmd() would parse the
[game] section of the section file and call the
function. Thus the special side-effects would
be handled in just one place by design. But this
can be left for another patch (this patch adds
the appropriate FIXMEs as future reminders).



トイレの上の天井に掛けてある。

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[Freeciv-Dev] [bug #13587] [patch] add upkeep information to units in city dialog

2009-06-09 Thread Madeline Book

Follow-up Comment #7, bug #13587 (project freeciv):

I made some minor improvements to your patch, see
the attached version. This would be the version that
I commit, if nobody sees anything wrong with it.

I made unit_description() only append the upkeep
information if the unit is owned by the client's
player, in keeping with our discussion in other
tickets.

Other than that, I just improved the comments a bit
and fixed the formatting of unit_activity_astr(),
since it was already mostly re-written anyway.



批評を恐れないで。

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Re: [Freeciv-Dev] Bug dans v. 2.1.5-2 ?

2009-06-08 Thread Madeline Book
On 08/06/2009, Alexis Scheuer alexis.sche...@free.fr wrote:

 Bonjour.

Je tiens à vous indiquer un soucis que j'ai rencontré avec FreeCiv v.
 2.1.5-2 sous Ubuntu 8.10, auquel je joue en local avec des IA.  Je dois
 avoir des fichiers de sauvegarde vérolés :  tout marche avec une
 sauvegarde plus ancienne.  Par contre, avec les sauvegardes en question,
 j'ai comme soucis :

 - des unités et des villes obéissant à des ordres que je n'ai pas donnés
 (mouvement, production),

 - un affichage étrange (un ~ jaune près de certaines unités),

 - un comportement bizarre de l'IHM (perte du passage automatique d'une
 unité à la suivante lorsqu'on donne un ordre, besoin de taper sur l'espace).

Il suffit de faire /away apres chargement de la sauvegarde. Toutes
les problemes que vous avez la c'est a cause d'un bug dans les
anciennes versions de freeciv ou le jouer est automatiquement
permuter entre mode IA lorsqu'une sauvegarde est chargee. Donc
vous pouvez aussi reprendre la nouvelle version (2.1.9 dans
laquelle le bug est corrige) pour eviter le probleme.



何だか今バゲットを食べたいような気がする。

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[Freeciv-Dev] [bug #13652] Cannot get explanation of mgr_xxx settings

2009-06-08 Thread Madeline Book

Update of bug #13652 (project freeciv):

Category:None = general
 Assigned to:None = mbook  


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[Freeciv-Dev] [bug #13653] [patch] Help for Research Lab implies that University not required

2009-06-08 Thread Madeline Book

Update of bug #13653 (project freeciv):

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


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Re: [Freeciv-Dev] [PATCH] Agent calls are never equal if they are to different agents

2009-06-08 Thread Madeline Book
On 08/06/2009, Bernd Jendrissek bernd.jendris...@gmail.com wrote:

 While trying to add an agent, I've found this patch necessary.  This is
 against 2.1.9, as I have nothing closer to HEAD available.

Your patch looks alright, as far as I can tell and as far as I
know about the intended behaviour of calls_are_equal()
(should it care if the agent serving the calls is different?).

Well, except for false which should be FALSE.

You should know that the agents framework suffers from
a number of design problems and has not been actively
maintained by anyone in a long time, the original author
no longer begin involved in freeciv development and nobody
else really interested in learning how it should work or how
to fix it and make use of it.

 BTW, does anyone maintain a (read-only) git mirror?  SVN just isn't an
 option for me.

I seem to be the only maintainer using git, and I would second
a notion to setup a git mirror. Maybe I will at repo.or.cz, if I feel
like it later. In the meantime I just use git-svn and I suggest you
do the same (I know it is kind of a pain to setup).

By the way, submit your patches to the new bug tracker:
https://gna.org/bugs/?func=additemgroup=freeciv



私はガス状惑星で生まれたんだよ。

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[Freeciv-Dev] (PR#40809) connexion

2009-06-07 Thread Madeline Book

URL: http://bugs.freeciv.org/Ticket/Display.html?id=40809 

 [ugo.degri...@yahoo.fr - Sun Jun 07 18:41:23 2009]:
 
 I try to connect to the bugtracker of freeciv but the guest account
 with the password doens't work. can I have an account or maybe can I
 submit the bug elsewhere ?

Use the gna bugtracker:
https://gna.org/bugs/?func=additemgroup=freeciv


---
まるで罠のようですね。

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[Freeciv-Dev] [bug #13586] [patch] economic report (was PR#40763) - help needed

2009-06-07 Thread Madeline Book

Update of bug #13586 (project freeciv):

  Status: In Progress = Confirmed  
 Open/Closed:Open = Closed 


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[Freeciv-Dev] (PR#40767) Revert resource identifiers and remove update22* fields

2009-06-06 Thread Madeline Book

URL: http://bugs.freeciv.org/Ticket/Display.html?id=40767 

 [cazf...@gmail.com - Sat Jun 06 18:41:15 2009]:
 
 2009/4/13 Madeline Book madeline.b...@gmail.com:
 
  [guest - Mon Apr 13 18:37:54 2009]:
 
  I've created and tested a rollback patch, which removes
  all update22* references/code and revert back resource
  identifiers to the 2.1.x default.
 
  - Stéphane Messerli
 
  Also the terrain.ruleset files in the civ1 and civ2 ruleset
  directories need to be updated. I'll test it with recent
  and older savegames once these changes are made. Probably
  savegames already made in 2.1.99 will become incompatible,
  but that was to be expected. Hopefully this will be the
  only drawback.
 
  Do you want me to handle this patch, or are you going to do it soon?

If you feel like it and have time now you can do it.


---
好きにしてください。

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[Freeciv-Dev] [bug #13586] [patch] economic report (was PR#40763) - help needed

2009-06-06 Thread Madeline Book

Follow-up Comment #6, bug #13586 (project freeciv):

 The extra 'upkeep_info' field is needed for homeless 
 units because even for the player who owns them they 
 have no upkeep.

Would it be so bad just to show zero upkeep for those
units? Are there any other circumstances when the extra
boolean field would be needed?


  if the editor is used the changes are visible in the next 
  turn. I'm not sure, how to force an update. 
 
 Possibly there should be some more city refreshes 
 after editor actions.

Could you give more details about what editor actions
you used that caused the upkeep values to not show
correctly?



援助すればいいだろう。

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[Freeciv-Dev] [bug #13643] [RFC] Use lua for customizable database access

2009-06-06 Thread Madeline Book

URL:
  http://gna.org/bugs/?13643

 Summary: [RFC] Use lua for customizable database access
 Project: Freeciv
Submitted by: mbook
Submitted on: Sunday 06/07/2009 at 04:44
Category: general
Severity: 3 - Normal
Priority: 3 - Low
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 
Operating System: None

___

Details:

I propose that the current auth code and all
future database interfacing code be written
in lua scripts.

This would have the following advantages:
- No need to recompile to change the way the
  database is used (e.g. table field names,
  sql statment format, etc.).
- Support for databases other than mysql.
- Easily extended beyond just auth.

For example longturn currently uses postgresql
instead of mysql, and warclient servers use
password salt.


The lua database bindings are provided by LuaSQL
(http://www.keplerproject.org/luasql/). It would
be added to the 'dependencies' directory, with
specific driver libraries only being compiled
and linked to the main server executable if the
corresponding database is detected by configure.

As a first step the lua integration would
proceed by combining much of the functionality
of the functions

  authenticate_user
  process_authentication_status
  handle_authentication_reply

into a single script entry point (i.e. a function
that is expected to exist in the database script).
A stand-alone lua state is created for this script
in auth_init().

The lua function will need to return a status
value indicating how the connection should be
handled (e.g. 'accept', 'wait', 'reject').

The script would need to be able to manipulate
'user' objects, which correspond to 'struct
connection'. Methods should be provided which
allow access to at least 'id', 'name' and
'password' information. An alternative would
be to pass the required information to the
script function each time it is invoked.

Possibly all auth string occurences in the code
and in filenames should be changed to database,
in preparation for future generalization.


I'll clarify and revise the details as I test out
a tentative implementation (though this will not
be very high priority for a while).



誰かが月を一口食いちぎたようだ。




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[Freeciv-Dev] [bug #13621] [patch] load game settings from ruleset

2009-06-04 Thread Madeline Book

Update of bug #13621 (project freeciv):

 Assigned to:None = mbook  

___

Follow-up Comment #3:

A better and more c compiler friendly style would
be to either declare the variables before the switch
statement, or use braces around the cases:

case SSET_BOOL:
  {
 bool val_bool;
 ...
 break;
  }

Personally I would rather prefer the former:

{
  bool bval;
  int ival;
  const char *sval;

  switch (op-stype) {
  case SSET_BOOL:
bval = ...

Please use one of these two styles, and not the
strange {} /* no error */ thing.



規則に従わなければなりません。

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[Freeciv-Dev] [bug #13587] [patch] add upkeep information to units in city dialog

2009-06-04 Thread Madeline Book

Follow-up Comment #4, bug #13587 (project freeciv):

Alright, I was not sufficiently clear in my
last comments, so I will explain what I meant.

I wanted you to change unit_upkeep_text() to
take an astring parameter:

void unit_upkeep_text(const struct unit *punit, struct astring *astr);

and have the function append its text to the end
of 'astr', if it should add any text at all (i.e.
if the client's player is not the unit owner, it
would not add anything).

The point is to avoid static variables, because
they make the code non re-entrant. This means
that it would not be safe to use this code with
threads, or even to call this function twice in
the same expression (e.g. in the arguments of a
printf style function). While freeciv does not
use threads, making code re-entrant generally
results in a cleaner and more modular design,
as well as leaving the possibility of thread use
open for the future.

Also, do not include headers in other headers
(as I have told you in another ticket, sorry if
I repeat myself :)). When you have a pointer to
some undefined struct, you can just use a forward
declaration:

struct astring;
void unit_upkeep_text(const struct unit *punit, struct astring *astr);

then include the real header in the c file where
the function is implemented.



というわけです。

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[Freeciv-Dev] [bug #13586] [patch] economic report (was PR#40763) - help needed

2009-06-04 Thread Madeline Book

Follow-up Comment #4, bug #13586 (project freeciv):

I think we can safely adopt the convention that
upkeep information will only be available for
the player's own units. So we do not need the
extra 'upkeep_info' boolean field; just check
that the owner is the same the client's player.


 if the editor is used the changes are visible in the next 
 turn. I'm not sure, how to force an update.

Possibly there should be some more city refreshes
after editor actions.



もう少しだ。

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[Freeciv-Dev] [bug #13621] [patch] load game settings from ruleset

2009-06-03 Thread Madeline Book

Follow-up Comment #1, bug #13621 (project freeciv):

Some basic things I noticed looking at the
patch:

You can just use the simpler

  for (op = settings; op-name; op++) 

instead of 'do {} while' to iterate over
settings. (Maybe there should be a settings
_iterate macro.)

You probably do not need to send info to
clients (if that is what you mean by update
in load_ruleset_game_set()) since there will
be a send_game_info() some time after. But
check this please.

You do not need the 'bool check' argument
to ruleset_set_cmd().

You do not need the '{} /* no error */' stuff.

Instead of looking up the value twice in
order to check that it exists, just pass in
the op's current value the first time. So:

  val_bool = secfile_lookup_bool_default(pfile, *op-bool_value, game.%s,
op-name);
  if (val_bool == *op-bool_value) {
 ...

and similarly for the other setting types
(of course strcmp for strings).

Do not declare and initialize variables over
case labels in a switch statement. Declare
them all in the enclosing scope of the switch
statement, or right after the starting brace of
the switch (before cases), or make a new scope
in each case where you need new variables.

Do not add header includes to other headers
unless there really is no way to avoid it.
In this case please just include fc_types.h in
the c file, not in ruleset.h.



厳しいだが、不公平ではない。

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[Freeciv-Dev] [bug #13583] [patch] shield2gold_basics (was PR#40761)

2009-06-02 Thread Madeline Book

Update of bug #13583 (project freeciv):

  Status: In Progress = Confirmed  
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [bug #13585] [patch] shield2gold_units (was PR#40762)

2009-06-02 Thread Madeline Book

Update of bug #13585 (project freeciv):

  Status: In Progress = Confirmed  
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [bug #13542] [Patch] Game scenario properties in property editor

2009-06-01 Thread Madeline Book

Update of bug #13542 (project freeciv):

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


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[Freeciv-Dev] [bug #13543] [Patch] Sanitize strings in object list columns

2009-06-01 Thread Madeline Book

Update of bug #13543 (project freeciv):

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


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[Freeciv-Dev] [bug #13546] [Patch] Always select first object in property editor object list

2009-06-01 Thread Madeline Book

Update of bug #13546 (project freeciv):

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


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[Freeciv-Dev] [bug #13550] [Patch] Property editor widget overhaul

2009-06-01 Thread Madeline Book

Update of bug #13550 (project freeciv):

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


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[Freeciv-Dev] [bug #13525] [Patch] Scrollable options window

2009-05-31 Thread Madeline Book

Update of bug #13525 (project freeciv):

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


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[Freeciv-Dev] [bug #13540] [Patch] Enable/disable GObject signal callbacks

2009-05-31 Thread Madeline Book

Update of bug #13540 (project freeciv):

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


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