[Freeciv-Dev] [patch #6222] Sanity check: unique units are unique

2016-06-08 Thread Jacob Nevins
Follow-up Comment #8, patch #6222 (project freeciv):

If we're going to have such sanity check code, running it immediately after
civil war and city transfer might not be a bad idea, to speed diagnosis.

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[Freeciv-Dev] [patch #6222] Sanity check: unique units are unique

2016-06-05 Thread Jacob Nevins
Follow-up Comment #7, patch #6222 (project freeciv):

> I think we can use unit nationality as a clue as to who is the 
> pretender?
Bug #24724 means we can have one live nation with two Leaders and another with
none.

We could further use nationality to repatriate the mistakenly transferred
leader back home.

(Not sure if this should be a runtime action or just a savegame-loading
action.)

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[Freeciv-Dev] [patch #6222] Sanity check: unique units are unique

2015-11-07 Thread Marko Lindqvist
Update of patch #6222 (project freeciv):

 Planned Release: 3.0.0, 2.6.0, 2.5.2 => 3.0.0, 2.6.0   

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Follow-up Comment #6:

Savegame loading time sanitycheck added in patch #6561.

I think we target this general sanitycheck to S2_6/TRUNK only?

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[Freeciv-Dev] [patch #6222] Sanity check: unique units are unique

2015-08-15 Thread Jacob Nevins
Follow-up Comment #5, patch #6222 (project freeciv):

 almost always odds that none of them dies gets higher when any 
 one of them is removed from the game
True.
It would still be a bit irksome for a player who's invested in careful defence
of their legitimate leader, and not even noticed that they acquired another,
and then to lose the real one.

I think we can use unit nationality as a clue as to who is the pretender? In
some of the recent bug savegames I noticed that one of the leaders had a
non-owner nationality (showing up some bugs in display of that).

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[Freeciv-Dev] [patch #6222] Sanity check: unique units are unique

2015-08-12 Thread Marko Lindqvist
Follow-up Comment #3, patch #6222 (project freeciv):

In fact, considering that death of a leader is always a risk, almost always
odds that none of them dies gets higher when any one of them is removed from
the game. It doesn't need to be the least defended one. The exception when
the leaders defend each other, so removal of the strong one makes weak one
more vulnerable.

Anyway, if we're going by sanity checking, it still should take place on
savegame loading and output a clear warning that the problem is in the
savegame, and it's a known one. That should also be something that is checked
in all builds, not only in those where game state sanity checking is enabled
(debug/development builds).

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[Freeciv-Dev] [patch #6222] Sanity check: unique units are unique

2015-08-12 Thread Jacob Nevins
Follow-up Comment #2, patch #6222 (project freeciv):

 The question is would such a savegame fixing (removal of some 
 units on savegame load) do more good than harm? 
It would be tricky to remove the right (least well-defended) Leader.

The sanity checks would at least clue players in that something is awry with
their game.

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[Freeciv-Dev] [patch #6222] Sanity check: unique units are unique

2015-08-12 Thread Sveinung Kvilhaugsvik
Update of patch #6222 (project freeciv):

  Status:  Ready For Test = In Progress

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Follow-up Comment #4:

_While sanitychecking unique units each turn might be a generally good idea,
it has nothing to do with the savegame_
Thank you for the correction.

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[Freeciv-Dev] [patch #6222] Sanity check: unique units are unique

2015-08-11 Thread Sveinung Kvilhaugsvik
URL:
  http://gna.org/patch/?6222

 Summary: Sanity check: unique units are unique
 Project: Freeciv
Submitted by: sveinung
Submitted on: Wed 12 Aug 2015 12:37:04 AM UTC
Category: general
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: sveinung
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 3.0.0, 2.6.0, 2.5.1

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Details:

Check that no player has more than one of each unique unit type when loading a
save game.



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File Attachments:


---
Date: Wed 12 Aug 2015 12:37:04 AM UTC  Name:
0012-Sanity-check-unique-units-are-unique.patch  Size: 2kB   By: sveinung

http://gna.org/patch/download.php?file_id=24852

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[Freeciv-Dev] [patch #6222] Sanity check: unique units are unique

2015-08-11 Thread Marko Lindqvist
Update of patch #6222 (project freeciv):

 Planned Release: 3.0.0, 2.6.0, 2.5.1 = 3.0.0, 2.6.0, 2.5.2

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Follow-up Comment #1:

While sanitychecking unique units each turn might be a generally good idea, it
has nothing to do with the savegame - except that we already know that some
old savegames will constantly trigger the sanity failure.

We should have savegame fixing in place before starting to sanitycheck that
it works...
The question is would such a savegame fixing (removal of some units on
savegame load) do more good than harm?


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