[Freeciv-Dev] [bug #14236] bases claiming territory
Follow-up Comment #2, bug #14236 (project freeciv): the attached savegame shows two problems with the current code 1. near Zagreb a fortress is build. In the next turn the city will be disbanded into a settler but the territory will still be claimed. Another nation can't build new cities within this area. First the fortress has to be claimed by a unit. (I found this in the longturn Ltex game; especially bad if this is an island there all tiles are claimed and you have only a settler on the boat) 2. The territory claimed by the city Split is expanded using only fortresses. This is a little bit strange as no 'manpower' (cities, military units) are needed for this. unrelated but also a bug: The settler build in Zagred appears in Osijek (teleportation of units?); a possible solution is in bugs #14037 (file #6573) ___ Additional Item Attachment: File name: testgame_fortress.sav.bz2 Size:6 KB ___ Reply to this item at: http://gna.org/bugs/?14236 ___ Nachricht geschickt von/durch Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #14037] unit_change_homecity_handling() teleports units
Follow-up Comment #11, bug #14037 (project freeciv): updated patch; changes: * readd check for nearest city in disband_city() * remove city _after_ message to the player is send (city_name() is used) (file #6576) ___ Additional Item Attachment: File name: 0001-rework-changing-of-homecity-rehome-of-units-and-ci.patch.diff Size:34 KB ___ Reply to this item at: http://gna.org/bugs/?14037 ___ Nachricht geschickt von/durch Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #14237] /cmdlevel command bugs
Update of bug #14237 (project freeciv): Assigned to:None = cazfi Planned Release:None = 2.1.10 ___ Reply to this item at: http://gna.org/bugs/?14237 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1277] Remove airgoto.[ch]
Update of patch #1277 (project freeciv): Status:None = Done Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?1277 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] Planned Release field for scheduling bug fixing
Is it possible to add this field to the sortable fields? If we go to 2.2 it would be nice to know that is tagged for this version ... Thanks Matthias Am Sunday 16 August 2009 14:56:51 schrieb Daniel Markstedt: There's now a gna.org bug tracker field for Planned Release for scheduling bug fixes and patches. It's visible for logged in gna.org users only. Admins can easily add more versions to the field as needed. Daniel ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev -- Matthias Pfafferodt - http://www.mapfa.de Matthias.Pfafferodt at mapfa.de ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#20855) Starting techs and team play
URL: http://bugs.freeciv.org/Ticket/Display.html?id=20855 2009/5/4 Pepeto pepet...@free.fr: [cazf...@gmail.com - Mon May 04 12:31:15 2009]: 2007/10/18 Pepeto _ pepet...@hotmail.fr: My previous patches are wrong. It seems that global_init_tech, init_tech and techlevel never worked well with team games, since the team research is polled. I have only read the patch, not tested. - Why are you removing check if game is new from around game.info.max_players reset? Either it should not be removed, or comment should be updated I have no idea why. It looks to me now a mistake, but maybe I had one idea 2 years ago. - I'm not sure about making init_techs to count toward (free) techlevel. Techlevel is documented to be random techs, so it probably should apply on top of init_techs. At least leave it to another ticket, so this one can go forward now It's a rule question. I have no idea what is better. I used my brain to imagine the different ways, and takes the one which looks to me the best (2 years ago). Can you make an updated patch? - ML ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1280] add offline events
URL: http://gna.org/patch/?1280 Summary: add offline events Project: Freeciv Submitted by: syntron Submitted on: Samstag 05.09.2009 um 22:22 Category: general Priority: 1 - Later Status: None Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: None ___ Details: * if a player is not connected events are saved and send if he reconnects * default: events of 1 turns are saved * nothing is missed if the client crashs Patch by: book for longturn Adapted for mainline by: Matthias Pfafferodt syntron git-svn-id: https://pagema.net/svn/lt-civser...@4345 81e79487-72da-0310-8e13-94f5ef8dd271 git-svn-id: https://pagema.net/svn/lt-civser...@4324 81e79487-72da-0310-8e13-94f5ef8dd271 ___ File Attachments: --- Date: Samstag 05.09.2009 um 22:22 Name: 0001-add-offline-events.patch.diff Size: 13kB By: syntron http://gna.org/patch/download.php?file_id=6577 ___ Reply to this item at: http://gna.org/patch/?1280 ___ Nachricht geschickt von/durch Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #13501] auto save overwrites existing save games
Update of bug #13501 (project freeciv): Category:None = client-gtk-2.0 Severity: 3 - Normal = 5 - Blocker Planned Release:None = 2.1.10 ___ Reply to this item at: http://gna.org/bugs/?13501 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1279] Remove traderoute color hacks
Update of patch #1279 (project freeciv): Assigned to:None = cazfi Planned Release:None = 2.2.0 ___ Reply to this item at: http://gna.org/patch/?1279 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1271] Featured text: simulate Book's colors
Update of patch #1271 (project freeciv): Assigned to:None = cazfi ___ Reply to this item at: http://gna.org/patch/?1271 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #13465] wrong savename used for savefile name generation
Follow-up Comment #1, bug #13465 (project freeciv): this patch adds a new command 'clientset' which is identical to 'set' but considers the special case of 'savename' (others are possible) missing is a check if a savegame is loaded; if the patch in bug #14230 is applied a corresponding check can be added (file #6582) ___ Additional Item Attachment: File name: 0001-add-clientset-command-for-settings-from-the-civcli.patch.diff Size:8 KB ___ Reply to this item at: http://gna.org/bugs/?13465 ___ Nachricht geschickt von/durch Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1282] Featured text: link marks on map
URL: http://gna.org/patch/?1282 Summary: Featured text: link marks on map Project: Freeciv Submitted by: pepeto Submitted on: samedi 05.09.2009 à 23:53 Category: client Priority: 3 - Low Status: None Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: 2.2.0 ___ Details: Add link marks when receiving links from the chatline. When links are sent by a user by chatting (and not an other server event), links are automatically displays on the map view, like in warclient. Those links disappears after 2 turns. This feature is enabled on every clients, because it uses only the client common part. If you click any link (including not-chat links), links are marked for one turn, in addition to center the map view on. This is for the moment a gtk only feature. Also, this patch remove the hard-coded links colors. The color definitions are moved to the tileset. To be completely completed, this feature needs also a clear links button... ___ File Attachments: --- Date: samedi 05.09.2009 à 23:53 Name: trunk_link_marks.diff Size: 18 ko By: pepeto http://gna.org/patch/download.php?file_id=6583 ___ Reply to this item at: http://gna.org/patch/?1282 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #14230] add new server state S_S_SAVEGAME to prevent changing of the ruleset after a savegame was loaded
Update of bug #14230 (project freeciv): Assigned to:None = cazfi Planned Release:None = 2.2.0 ___ Follow-up Comment #1: - This change may make sense, but I mention it anyway: plrhand.c:182- you replace S_S_RUNNING != server_state() with !server_state_started(). This changes behavior as latter accepts S_S_OVER. - plrhand.c:678- you replace assert(S_S_RUNNING server_state() ... with assert(server_state_started() ... Former accepts S_S_INITIAL S_S_GENERATING_WAITING, latter S_S_RUNNING and S_S_OVER - plrhand.c:- you replace S_S_INITIAL != server_state() with server_state_started(). Former accepts S_S_GENERATING_WAITING, latter does not - I think this one is a bugfix: savegame.c:4588- S_S_RUNNING == tmp_server_state replaced with tmp_server_state S_S_GENERATING_WAITING. Latter will catch also S_S_OVER - sernet.c:571- you replace S_S_INITIAL != server_state() with server_state_started(). I think this one is harmless as this code path is never executed during S_S_GENERATING_WAITING anyway. ... Rethinking as I write... ...not executed with *current* code base. It might if we ever run these things in separate threads. Better to fix this just in case. - server_state_pregame() server_state_started() function headers: In list of states and - or - server_state_started() function header startet - started - There's not enough context in diff to decide if this is correct or not: srv_main.c:1698- NULL == pplayer || S_S_INITIAL != server_state() replaced with NULL == pplayer || server_state_started(). They differ in how they handle S_S_GENERATING_WAITING - You declare server_state_pregame() and server_state_started() as inline functions in srv_main.h, yet you do not provide code for them there. Just remove inline keyword. You may define them as macros instead (that would be consistent with rest of the codebase) - More changes to how S_S_GENERATING_WAITING would be handled, but they all seem ok ___ Reply to this item at: http://gna.org/bugs/?14230 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #14106] civserver should use --bind= address when connecting to the metaserver, too
Follow-up Comment #3, bug #14106 (project freeciv): In the end, it appears that --Bind-meta= is a more sensible thing to do in the case of a multihomed host Why is that? It seems to me that this only forces user to enter same IP twice; once for --bind and second time for --Bind-meta. Actually, if they differ, doesn't client get wrong IP from metaserver (the one server used to connect metaserver, and not the one server is listening client connections from)? ___ Reply to this item at: http://gna.org/bugs/?14106 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #14106] civserver should use --bind= address when connecting to the metaserver, too
Follow-up Comment #4, bug #14106 (project freeciv): In the end, it appears that --Bind-meta= is a more sensible thing to do in the case of a multihomed host Why is that? It seems to me that this only forces user to enter same IP twice; once for --bind and second time for --Bind-meta. Not at all, as --bind= already implies --Bind-meta= on the same address with my patch: + if ((b_a = srvarg.meta_bind_addr != 0 + ? srvarg.meta_bind_addr + : srvarg.bind_addr) != 0) { Actually, if they differ, doesn't client get wrong IP from metaserver (the one server used to connect metaserver, and not the one server is listening client connections from)? This option allows for a multi-homed host to use a specific IPv4 address when reporting to the metaserver, while still accepting connections on any of its addresses. In my case, e. g., the server has a NATed private (RFC 1918) IPv4 address from a cheaper ISP, which is the default route, and a real IPv4 address from another ISP (not to talk about of yet another RFC 1918 address for LAN.) While I wish for civserver to accept connections on any of these addresses, I need a specific IPv4 to be reported to the metaserver. Unless --Bind-meta= is used, the connection will be done using the NATed address, and the address of the NAT will be in the Metaserver's list. ___ Reply to this item at: http://gna.org/bugs/?14106 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev