[Freeciv-Dev] (PR#17548) Don't hide server settings for hack/first user

2008-01-23 Thread Christian Knoke

URL: http://bugs.freeciv.org/Ticket/Display.html?id=17548 

 [dmarks - Sa 06. Okt 2007, 01:16:19]:
 
  [EMAIL PROTECTED] - Fri Oct 05 22:59:28 2007]:
  
  REGARDING THE FOUR BUG REPORTS - I ADDED THE NEEDED INFO ALREADY IN
 EMAIL REPLY.
  
  THE ONLY Q I HAVE REMAINING IS: WHY HAS FREECIV DECIDED TO HIDE SERVER
 OPTIONS LIKE THE SAVE-GAME FILE NAME???  I LIKE TO SET THIS EVERY
 TIME, HOW DO I CHANGE THESE HIDDEN SERVER OPTIONS IN SINGLE PLAYER
 GAMES??
  
  
 
 They aren't hidden as such, it's just that noone has implemented a gui
 option for them in the (GTK2) client, yet.
 
 You can use the chatline/commandline in pregame to set any server option
 though. To change the savegame prefix for example, do:
 
 /set savename yourgamename
 
 Reference of all server options at
 http://freeciv.wikia.com/wiki/Server_options

I don't understand your point. Saving games are a vital point for the
use of Freeciv. The best approach is a GUI option that allows setting of
the game name and how often it is saved. These options in the GUI are
already there, they are just not accessible when you start a game (See
Start new game -- More game options -- Internal), they are shown
as (hidden). It looks to me as it were simple to change this.

A smaller point, but seems easy to fix, too, is, the Turns per
autosave option (accesible once you're in game) goes 0, 2, 4, 6, 8, 10,
so I can't set 1 without keyboard use. ;)

If I'm right, and these are easy to fix, I'd really like to this soon. I
stumble on it each and every game.

Christian


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[Freeciv-Dev] (PR#40037) hack level client cannot control aifilled game

2008-01-23 Thread Christian Knoke

URL: http://bugs.freeciv.org/Ticket/Display.html?id=40037 


SVN 2_1 22 JAN 2008 GTK2

inspired from PR#40017

Start civserver, set aifill 30
Start civclient, join game
Now:

- I cannot start the game. (OK)

- click on AI player, RMB menu remove player:

| chris: 'remove AI30'
| /remove: Player name prefix 'AI30' is ambiguous.

  - the error message is wrong, 'AI30' isn't ambiguous, it just doesn't
exist

  - the GUI sends the wrong command to the server, the name shouldn't be
'AI30' but 'AI30' (without quotes).

- enter on GUI-console:

| chris: 'remove AI30'
| AI30 has been removed from the game.
| /remove: Removed player AI30 from the game.
| AI30 has been added as easy level AI-controlled player.

The AI player is removed and auto-readded immediately.
Instead, aifill should be reduced by 1.

- When I pick nation, 3 (not 1) AI players are removed from the game. No
  nation is picked, though:

We have control of the server (command access level hack)
chris: 'set aifill 28'
AI30 has been removed from the game.
AI29 has been removed from the game.
Option: aifill has been set to 28.
AI28 has been removed from the game.
/take: chris now controls chris (Human, Alive)

- When I set aifill to 30, after this, 2 AI players are added, and I have a
  game with 29 AIs and me (CORRECT):

chris: 'set aifill 30'
AI28 has been added as easy level AI-controlled player.
AI29 has been added as easy level AI-controlled player.
Option: aifill has been set to 30.

- The AI player names start with 1, the team names with 0 (not nice).

Christian

-- 
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* * * * * * * * *  Ceterum censeo Microsoft esse dividendum.



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Re: [Freeciv-Dev] (PR#40037) aifill 30 has multiple problems

2008-01-23 Thread William Allen Simpson

URL: http://bugs.freeciv.org/Ticket/Display.html?id=40037 

Christian Knoke wrote:
 - click on AI player, RMB menu remove player:
 
I had no idea there was a RMB option here  Undocumented?  Shouldn't
that be LMB?  It's a command, not information.


 | chris: 'remove AI30'
 | /remove: Player name prefix 'AI30' is ambiguous.
 
   - the error message is wrong, 'AI30' isn't ambiguous, it just doesn't
 exist
 
Definitely a minor bug, easy to fix.


   - the GUI sends the wrong command to the server, the name shouldn't be
 'AI30' but 'AI30' (without quotes).
 
Definitely a bug.



 - enter on GUI-console:
 
 | chris: 'remove AI30'
 | AI30 has been removed from the game.
 | /remove: Removed player AI30 from the game.
 | AI30 has been added as easy level AI-controlled player.
 
 The AI player is removed and auto-readded immediately.
 Instead, aifill should be reduced by 1.
 
The best way would be to aifill 29.  Perhaps you mean there should be
special code to detect that it's the last player and decrement aifill?

I disagree.  Need better documentation for /remove, instead.


 - When I pick nation, 3 (not 1) AI players are removed from the game. No
   nation is picked, though:
 
 We have control of the server (command access level hack)
 chris: 'set aifill 28'
 AI30 has been removed from the game.
 AI29 has been removed from the game.
 Option: aifill has been set to 28.
 AI28 has been removed from the game.
 /take: chris now controls chris (Human, Alive)
 
Definitely a bug.


 - When I set aifill to 30, after this, 2 AI players are added, and I have a
   game with 29 AIs and me (CORRECT):
 
 chris: 'set aifill 30'
 AI28 has been added as easy level AI-controlled player.
 AI29 has been added as easy level AI-controlled player.
 Option: aifill has been set to 30.
 
Good.


 - The AI player names start with 1, the team names with 0 (not nice).
 
Yeah.  Everybody hates the team names starting with 0.  [See (PR#39972)
i18n team number problems]

For 2.2, how about changing back to 1?  And require commands to use a name
instead of number.



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[Freeciv-Dev] (PR#40038) FR: Set aifill default value to more than 1

2008-01-23 Thread Egor Vyscrebentsov

URL: http://bugs.freeciv.org/Ticket/Display.html?id=40038 

Good daytime!

In RedHat and ALTLinux distributions freeciv is patched to
set aifill default to 5. To my mind, this change seems to
be reasonal - it is one-step-easy to start a game with more
than only one player.

-- 
Thanks, evyscr



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Re: [Freeciv-Dev] (PR#40037) aifill 30 has multiple problems

2008-01-23 Thread Christian Knoke

URL: http://bugs.freeciv.org/Ticket/Display.html?id=40037 

William Allen Simpson schrieb am 23. Jan um 04:34 Uhr:

  - enter on GUI-console:
  
  | chris: 'remove AI30'
  | AI30 has been removed from the game.
  | /remove: Removed player AI30 from the game.
  | AI30 has been added as easy level AI-controlled player.
  
  The AI player is removed and auto-readded immediately.
  Instead, aifill should be reduced by 1.
  
 The best way would be to aifill 29.  Perhaps you mean there should be
 special code to detect that it's the last player and decrement aifill?

Yes. No. Dunno.

Looks like a race condition here. The server does what it should: it fills
up the players list with AI players. When a new human player connects, one
AI player should be removed. This does work in some cases, not in others.
Then the newcomer is detached.

Start civclient, new game, aifill 30 (gives 1 human and 29 ai), then connect
with another client: it is detached (btw, the new, second client also has
command level hack, but a reduced menue in pregame screen. Intended?).

Then if you pick a nation, the server crashes:

Core was generated by `civserver -p 5556 -q 1 -e --saves ~/.freeciv/saves'.
Program terminated with signal 11, Segmentation fault.
#0  take_command (caller=0x8198f28, str=value optimized out, check=false)
at stdinhand.c:3018
3018  if (!pplayer-was_created  is_newgame  !pplayer-nation) {
(gdb) bt
#0  take_command (caller=0x8198f28, str=value optimized out, check=false)
at stdinhand.c:3018
#1  0x0805d30b in handle_stdin_input (caller=0x8198f28, str=0x8a76558 /take
-, check=false) at stdinhand.c:3611
#2  0x080a8fa5 in handle_chat_msg_req (pconn=0x8198f28, message=0x8a76558
/take -) at handchat.c:175
#3  0x08078ed8 in server_handle_packet (type=PACKET_CHAT_MSG_REQ,
packet=0x63, pplayer=0x0, pconn=0x8198f28)
at hand_gen.c:39
#4  0x08051276 in server_packet_input (pconn=0x8198f28, packet=0x8a76558,
type=19) at srv_main.c:1151
#5  0x0809d86c in server_sniff_all_input () at sernet.c:395
#6  0x08053044 in srv_main () at srv_main.c:2190
#7  0x0804 in main (argc=Cannot access memory at address 0x63
) at civserver.c:258
(gdb) bt
#0  take_command (caller=0x8198f28, str=value optimized out, check=false)
at stdinhand.c:3018
#1  0x0805d30b in handle_stdin_input (caller=0x8198f28, str=0x8a76558 /take
-, check=false) at stdinhand.c:3611
#2  0x080a8fa5 in handle_chat_msg_req (pconn=0x8198f28, message=0x8a76558
/take -) at handchat.c:175
#3  0x08078ed8 in server_handle_packet (type=PACKET_CHAT_MSG_REQ,
packet=0x63, pplayer=0x0, pconn=0x8198f28)
at hand_gen.c:39
#4  0x08051276 in server_packet_input (pconn=0x8198f28, packet=0x8a76558,
type=19) at srv_main.c:1151
#5  0x0809d86c in server_sniff_all_input () at sernet.c:395
#6  0x08053044 in srv_main () at srv_main.c:2190
#7  0x0804 in main (argc=Cannot access memory at address 0x63
) at civserver.c:258
(gdb)


Here a case where it works ok. See 3rd line:

Start new game, aifill 20, connect with a second client:

Welcome to the Freeciv version 2.1.3+ Server running at karl port 5556.
AI19 has been removed from the game.
AI Mode is now OFF.
You are logged in as 'chrisToo' connected to chrisToo.
/list: List of players:
/list:
/--
/list: chris (user chris, Human, Team 0, not ready) 1 connection:
/list:   chris from localhost (command access level hack), bufsize=45kb
/list: AI1 (user Unassigned, AI, difficulty level novice, Team 1)
/list: AI2 (user Unassigned, AI, difficulty level novice, Team 2)
/list: AI3 (user Unassigned, AI, difficulty level novice, Team 3)
/list: AI4 (user Unassigned, AI, difficulty level novice, Team 4)
/list: AI5 (user Unassigned, AI, difficulty level novice, Team 5)
/list: AI6 (user Unassigned, AI, difficulty level novice, Team 6)
/list: AI7 (user Unassigned, AI, difficulty level novice, Team 7)
/list: AI8 (user Unassigned, AI, difficulty level novice, Team 8)
/list: AI9 (user Unassigned, AI, difficulty level novice, Team 9)
/list: AI10 (user Unassigned, AI, difficulty level novice, Team 10)
/list: AI11 (user Unassigned, AI, difficulty level novice, Team 11)
/list: AI12 (user Unassigned, AI, difficulty level novice, Team 12)
/list: AI13 (user Unassigned, AI, difficulty level novice, Team 13)
/list: AI14 (user Unassigned, AI, difficulty level novice, Team 14)
/list: AI15 (user Unassigned, AI, difficulty level novice, Team 15)
/list: AI16 (user Unassigned, AI, difficulty level novice, Team 16)
/list: AI17 (user Unassigned, AI, difficulty level novice, Team 17)
/list: AI18 (user Unassigned, AI, difficulty level novice, Team 18)
/list: chrisToo (user chrisToo, Human, Team 20, not ready) 1 connection:
/list:   chrisToo from karl.home.cknoke.de (command access level info),
/bufsize=40kb
/list:
/--
We have control of the server (command access level hack)


Christian

-- 
Christian Knoke* * *  

Re: [Freeciv-Dev] (PR#40036) 2.1.2 savegame data loss on rapid saves

2008-01-23 Thread Christian Knoke

URL: http://bugs.freeciv.org/Ticket/Display.html?id=40036 

William Allen Simpson wrote on Jan 23, 04:01 (-0800):
 Martin Rubinstein wrote:
  When saving, (playing standalone, all other players AI), data appears to be 
  lost.
  Latest time government type reverted to Despotism from Monarchy
 
 You mean the government was Monarchy at the beginning of the turn and
 changed to Despotism?  How do I reproduce?  Please attach before and after
 savegames to your reply.

This usually happens when the client dies. Then the server continues to run
for a short time, aitoggles the human player and produces a last all AI
savegame. This appears in top of the savegame list when you restart the
client. Since AI switches often government to despotism, thats what you'll
find.

At least this is my wild guess ;-)

Christian

-- 
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* * * * * * * * *  Ceterum censeo Microsoft esse dividendum.



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[Freeciv-Dev] (PR#40039) ctrl+shift+i bug

2008-01-23 Thread Richard H_

URL: http://bugs.freeciv.org/Ticket/Display.html?id=40039 


I had a worker standing on a mountain next to a river, with roads and a mine. 
upon pressin ctrl+shift+i, in stead of ignoring the keycombo, the client 
segfaulted.

.xsession-errors:
civclient: goto.c:767: fill_client_goto_parameter: Assertion `*connect_initial 
== 0' failed.

client: 2.1.2
linux x86_64
GCC 4.2.2
gtk client

Hope this helps... Been having a lot of crashes lately... including the 
intelligence-bug that crept up quite a bit more often than I'd normally think...

Finally, the bug tracker does not let me login as guest with the listed nick + 
password. whether i capitalize the first G or not.
_
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Re: [Freeciv-Dev] (PR#40039) ctrl+shift+i (goto related) assert

2008-01-23 Thread William Allen Simpson

URL: http://bugs.freeciv.org/Ticket/Display.html?id=40039 

Richard H_ wrote:
 I had a worker standing on a mountain next to a river, with roads and a mine. 
 upon pressin ctrl+shift+i, in stead of ignoring the keycombo, the client 
 segfaulted.
 
savegame?


 ... Been having a lot of crashes lately... including the intelligence-bug 
 that crept up quite a bit more often than I'd normally think...
 
Assuming we're talking about the same thing, should be fixed (for client) in
release 2.1.3 today. (PR#40021)


 Finally, the bug tracker does not let me login as guest with the listed nick 
 + password. whether i capitalize the first G or not.
 
Yes, we have trouble with RT.

I like email better anyway, it's easier to send savegames and patches

And we don't have all those unnamed reporters that we cannot contact!



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[Freeciv-Dev] (PR#40040) BUG: server sends bad tile(s), not TILE_UNKNOWN, but terrain is NULL

2008-01-23 Thread William Allen Simpson

URL: http://bugs.freeciv.org/Ticket/Display.html?id=40040 

Followup to PR#40011, with such truly bad savegames for testing!



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[Freeciv-Dev] (PR#40041) BUG: server sending intelligence researching A_UNSET?

2008-01-23 Thread William Allen Simpson

URL: http://bugs.freeciv.org/Ticket/Display.html?id=40041 

Followup to PR#40021.



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[Freeciv-Dev] (PR#40042) BUG: ai move result and activity access functions

2008-01-23 Thread William Allen Simpson

URL: http://bugs.freeciv.org/Ticket/Display.html?id=40042 

Followup to PR#39792, to unravel buggy explorer code paths, and unify
ACTIVITY_* processing.



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Re: [Freeciv-Dev] (PR#40032) server/plrhand.c civil war message plural

2008-01-23 Thread William Allen Simpson

URL: http://bugs.freeciv.org/Ticket/Display.html?id=40032 

This whole narrative is a problem.  I fixed the possessive grammar last
release, but the messages themselves are questionable.

   notify_player(pplayer, NULL, E_CIVIL_WAR,
   _(Your nation is thrust into civil war, 
  %s is declared the leader of the rebel states.),
   player_name(cplayer));

...

   notify_player(NULL, NULL, E_CIVIL_WAR,
_(Capture of the %s capital and destruction 
  of the empire's administrative\n
structures have sparked a civil war.  
  Opportunists have flocked to the rebel cause,\n
and the upstart %s now holds power in %d 
  rebel provinces.),
nation_adjective_for_player(pplayer),
player_name(cplayer),
city_list_size(cplayer-cities));

Why the line breaks?  How does the server know the best width?  Or the
translators know for all clients in advance?

Aren't we supposed to use the leader name together with the nation name?

We tell everybody else how many cities, but not the player losing them?

I'd like to split this into at least two messages.



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