[Freeciv-Dev] [bug #15587] Request: Try to Keep Event Scripting API stable

2010-03-14 Thread pepeto

Follow-up Comment #3, bug #15587 (project freeciv):

> Wouldn't be deprecated instead of depreciated?

Yes, thank you.


(file #8522)
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Additional Item Attachment:

File name: trunk_keep_lua_API_stable2.diff Size:1 KB


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[Freeciv-Dev] [bug #15595] Adding new categories

2010-03-14 Thread pepeto

Follow-up Comment #5, bug #15595 (project freeciv):

Thought also about "scenario" category for adding maps.


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[Freeciv-Dev] [bug #15596] SCRIPT_ASSERT should always be enabled

2010-03-14 Thread pepeto

Update of bug #15596 (project freeciv):

  Status:None => Ready For Test 
 Assigned to:None => pepeto 


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[Freeciv-Dev] [bug #15596] SCRIPT_ASSERT should always be enabled

2010-03-14 Thread pepeto

Update of bug #15596 (project freeciv):

 Planned Release: => 2.2.1, 2.3.0   


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[Freeciv-Dev] [bug #15602] Lua errors not reported when evaluating whole file (script_do_file)

2010-03-14 Thread pepeto

Update of bug #15602 (project freeciv):

  Status:None => Ready For Test 
 Assigned to:None => pepeto 
 Planned Release: => 2.2.1, 2.3.0   


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[Freeciv-Dev] [bug #15606] Duplicate (empty) lua errors reported

2010-03-14 Thread pepeto

Update of bug #15606 (project freeciv):

  Status:None => Ready For Test 
 Assigned to:None => pepeto 
 Planned Release: => 2.2.1, 2.3.0   


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[Freeciv-Dev] [bug #15612] Missing lua_pop call in script_callback_invoke

2010-03-14 Thread pepeto

Update of bug #15612 (project freeciv):

  Status:None => Ready For Test 
 Assigned to:None => pepeto 
 Planned Release: => 2.2.1, 2.3.0   


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[Freeciv-Dev] [patch #1519] [Metaticket] Activate Partisans from Lua script

2010-03-14 Thread pepeto

Update of patch #1519 (project freeciv):

 Assigned to:None => pepeto 


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[Freeciv-Dev] [patch #1520] Add an effects module to Scripting API. #1

2010-03-14 Thread pepeto

Update of patch #1520 (project freeciv):

  Status:None => Ready For Test 
 Assigned to:None => pepeto 
 Planned Release: => 2.3.0  


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[Freeciv-Dev] [patch #1519] [Metaticket] Activate Partisans from Lua script

2010-03-14 Thread pepeto

Update of patch #1519 (project freeciv):

 Planned Release: => 2.3.0  


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[Freeciv-Dev] [patch #1521] Add an effects module to Scripting API. #2

2010-03-14 Thread pepeto

Update of patch #1521 (project freeciv):

  Status:None => Ready For Test 
 Assigned to:None => pepeto 
 Planned Release: => 2.3.0  


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[Freeciv-Dev] [patch #1522] API: Add fields size and original to City.

2010-03-14 Thread pepeto

Update of patch #1522 (project freeciv):

  Status:None => Ready For Test 
 Assigned to:None => pepeto 
 Planned Release: => 2.3.0  


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[Freeciv-Dev] [patch #1523] API: Export place_partisans

2010-03-14 Thread pepeto

Update of patch #1523 (project freeciv):

  Status:None => Ready For Test 
 Assigned to:None => pepeto 
 Planned Release: => 2.3.0  


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[Freeciv-Dev] [patch #1524] Activate Partisans from Lua script (implementation)

2010-03-14 Thread pepeto

Update of patch #1524 (project freeciv):

  Status:None => Ready For Test 
 Assigned to:None => pepeto 
 Planned Release: => 2.3.0  


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[Freeciv-Dev] [patch #1526] Print code listing on errors in lua script (when possible)

2010-03-14 Thread pepeto

Update of patch #1526 (project freeciv):

  Status:None => Ready For Test 
 Assigned to:None => pepeto 
 Planned Release: => 2.2.1, 2.3.0   


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[Freeciv-Dev] [patch #1529] Replace my* prefixes by fc_*

2010-03-14 Thread pepeto

URL:
  

 Summary: Replace my* prefixes by fc_*
 Project: Freeciv
Submitted by: pepeto
Submitted on: dimanche 14.03.2010 à 11:35
Category: general
Priority: 1 - Later
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.3.0

___

Details:

List of the changes:
* MY_FD_ZERO() -> FC_FD_ZERO()
* mystrdup() -> fc_strdup()
* myrand* -> fc_rand*
* mysrand() -> fc_srand()
* mystrcasecmp() -> fc_strcasecmp()
* mystrncasecmp() -> fc_strncasecmp()
* mystrncasequotecmp() -> fc_strncasequotecmp()
* mystrcasestr() -> fc_strcasestr()
* myusleep() -> fc_usleep()
* mystrlcpy() -> fc_strlcpy()
* mystrlcat() -> fc_strlcat()
* my_snprintf() -> fc_snprintf()
* my_vsnprintf() -> fc_vsnprintf()
* my_gethostname() -> fc_gethostname()
* my_init_console() -> fc_init_console()
* my_read_console() -> fc_read_console()
* my_isalnum() -> fc_isalnum()
* my_isalpha() -> fc_isalpha()
* my_isdigit() -> fc_isdigit()
* my_isprint() -> fc_isprint()
* my_isspace() -> fc_isspace()
* my_isupper() -> fc_isupper()
* my_toupper() -> fc_toupper()
* my_tolower() -> fc_tolower()




___

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---
Date: dimanche 14.03.2010 à 11:35  Name: trunk_fc_prefixes.diff.bz2  Size:
91 ko   By: pepeto



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[Freeciv-Dev] [patch #1530] Name translation clean up

2010-03-14 Thread pepeto

URL:
  

 Summary: Name translation clean up
 Project: Freeciv
Submitted by: pepeto
Submitted on: dimanche 14.03.2010 à 13:11
Category: general
Priority: 3 - Low
  Status: Ready For Test
 Privacy: Public
 Assigned to: pepeto
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.3.0

___

Details:

The attached patch does:
* Move the _name_translation_ structure in its own module.
* Remove the field translated when configured without translation support.
* Never use directly the fields of this structure in the code.
* Add many wrappers, that really simplify some parts of the code:
** name_init()
** name_set()
** rule_name()
** name_translation()
* *_name_translation() takes a constant pointer as argument, the _translated_
field of the _name_translation_ structure is used as mutable.




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---
Date: dimanche 14.03.2010 à 13:11  Name: trunk_name_translation.diff  Size:
50 ko   By: pepeto



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[Freeciv-Dev] [patch #1526] Print code listing on errors in lua script (when possible)

2010-03-14 Thread Ulrik Sverdrup

Update of patch #1526 (project freeciv):

  Depends on: => bugs #15606


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[Freeciv-Dev] [bug #15616] Transporting unit with cargo ability

2010-03-14 Thread anonymous

URL:
  

 Summary: Transporting unit with cargo ability
 Project: Freeciv
Submitted by: None
Submitted on: dimanche 14.03.2010 à 14:30 CET
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: ugo.degri...@yahoo.fr
 Open/Closed: Open
 Release: 2.2
 Discussion Lock: Any
Operating System: Microsoft Windows
 Planned Release: 

___

Details:

I have make a missile launcher unit in my 2.2 mod, work very fine : carry
missile-type unit all over the place. But there is a problem when you try to
transport the missile launcher by boat : can't be "sleeped" in, so don't
follow the boat and rest in the middle of the sea, unable to move ...

It must be :
- if impossible to carry a transport, make impossible to load a full
transport-unit in another transport unit
- if possible, make unit able to be sleeped in




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[Freeciv-Dev] [bug #15617] Scripting: Default script, Ruleset script, and scenario share namespace

2010-03-14 Thread Ulrik Sverdrup

URL:
  

 Summary: Scripting: Default script, Ruleset script, and
scenario share namespace
 Project: Freeciv
Submitted by: englabenny
Submitted on: söndag 2010-03-14 den 14:07
Category: general
Severity: 3 - Normal
Priority: 1 - Later
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.2
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:


Scripting happens in three places:

default.lua
scripting.lua
script.code  in Scenario file

These are all evaluated inside the same lua state, so they share the same
global namespace. This is significant since event callbacks are registered by
name, then looked up in the global namespace by that name.

I suspect the following pattern to be common (default.lua):

signal.connect("hut_enter", "hut_enter_callback")

If the scenario now defines a function called 'hut_enter_callback', that
function will be called instead. However, if the scenario also connects the
same signal to the same-named function, the exact same function will be
called twice.

This namespace sharing is both a curse and a blessing: It allows non-default
rulesets (in script.lua) to override specific functions in the default
ruleset. It allows Scenarios to override specific callbacks from the
ruleset.

I propose that the default ruleset should simply use a consistent naming
scheme, so that accidental overrides are unlikely.

We change hut_enter_callback -> default_hut_enter_callback

And why not all the helper functions the same way, hut_get_mercenaries ->
default_hut_get_mercenaries


I think it would actually be possible to separate these two, we could in fact
have separate lua states for ruleset and scenario, but then we lose the
possible benefits.




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[Freeciv-Dev] [patch #1531] Default ruleset script cleanup

2010-03-14 Thread Ulrik Sverdrup

URL:
  

 Summary: Default ruleset script cleanup
 Project: Freeciv
Submitted by: englabenny
Submitted on: söndag 2010-03-14 den 14:48
Category: None
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

___

Details:

Cleanup: Use the tech:name_translation() syntax instead of the (iternal)
method_*_* functions.





___

File Attachments:


---
Date: söndag 2010-03-14 den 14:48  Name:
0001-Fix-method-usage-in-default.lua.patch  Size: 1 kB   By: englabenny



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[Freeciv-Dev] [patch #1532] Default ruleset script: Use consistent naming

2010-03-14 Thread Ulrik Sverdrup

URL:
  

 Summary: Default ruleset script: Use consistent naming
 Project: Freeciv
Submitted by: englabenny
Submitted on: söndag 2010-03-14 den 14:49
Category: None
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

___

Details:

See bug #15617



___

File Attachments:


---
Date: söndag 2010-03-14 den 14:49  Name:
0002-Use-consistent-callback-naming-in-default-ruleset-sc.patch  Size: 4 kB  
By: englabenny



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[Freeciv-Dev] [patch #1533] Invoke script error on duplicate connection in script_signal_connect

2010-03-14 Thread Ulrik Sverdrup

URL:
  

 Summary: Invoke script error on duplicate connection in
script_signal_connect
 Project: Freeciv
Submitted by: englabenny
Submitted on: söndag 2010-03-14 den 14:51
Category: None
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

___

Details:

We raise a script error if a script connects the same callback
function to the same event twice.

Since the ruleset and the scenario share the same global namespace for
functions, it might happen that both define a function by the same
name, and register it for a callback. What happens then is that the
scenario function overshadows the ruleset function (which in itself
can be desireable), but the same function (scenario function) would
then be called twice for the event.

This makes signal.connect(..)  O(n) instead of O(1) where n is the number of
existing callbacks to the given event.



___

File Attachments:


---
Date: söndag 2010-03-14 den 14:51  Name:
0003-Invoke-script-error-on-duplicate-connection-in-scrip.patch  Size: 2 kB  
By: englabenny



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[Freeciv-Dev] [bug #15617] Scripting: Default script, Ruleset script, and scenario share namespace

2010-03-14 Thread Ulrik Sverdrup

Update of bug #15617 (project freeciv):

  Depends on: => patch #1531


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[Freeciv-Dev] [bug #15618] some events from the message window are shown in the chat window after loading from cache

2010-03-14 Thread Andreas

URL:
  

 Summary: some events from the message window are shown in
the chat window after loading from cache
 Project: Freeciv
Submitted by: anbe
Submitted on: Sunday 03/14/2010 at 16:30
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: trunk
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

Some messages that were originally shown in the message window are shown in
the chat window when they are restored from message cache.

Messages seen relocated so far are:

Xyz may soon grow to size 42.

IIRC, this affects 2.2.0 as well.




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[Freeciv-Dev] [bug #15618] some events from the message window are shown in the chat window after loading from cache

2010-03-14 Thread Jacob Nevins

Follow-up Comment #1, bug #15618 (project freeciv):

Do you see these events in both the chat and message windows, or are they
actually missing from the message window?

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[Freeciv-Dev] [bug #15619] wrong messages when multiple advances are gained by one event

2010-03-14 Thread Andreas

URL:
  

 Summary: wrong messages when multiple advances are gained by
one event
 Project: Freeciv
Submitted by: anbe
Submitted on: Sunday 03/14/2010 at 16:48
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: trunk
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

I got the following messages (strings retrieved from event cache in savegame)
after finding Mass Production (which was nearly finished) in a hut:

* E_TECH_LEARNED Learned Leadership. Our scientists focus on Tactics; goal is
Computers.
* E_TECH_LEARNED Learned Chivalry. Our scientists focus on Tactics; goal is
Computers.
* E_TECH_LEARNED Learned Mass Production. Our scientists focus on Tactics;
goal is Computers.
* E_HUT_TECH You found Mass Production in ancient scrolls of wisdom.

The messages are in wrong cronological order and the "focus on" part is
wrong, as it displays the tech being researched at the end of the sequence,
not the next tech in the sequence.

So the correct messages would be (oldest to newest)

* E_HUT_TECH You found Mass Production in ancient scrolls of wisdom.
* E_TECH_LEARNED Learned Mass Production. Our scientists focus on Chivalry;
goal is Computers.
* E_TECH_LEARNED Learned Chivalry. Our scientists focus on Leadership; goal
is Computers.
* E_TECH_LEARNED Learned Leadership. Our scientists focus on Tactics; goal is
Computers.

Client is gtk2.0 with new-events-go-to-the-bottom-of-the-list in case this
matters for "cronologically correct sorting".


IIRC, this affects 2.2.0 as well.

(fc23test3-T162-Y1120AD.sav.gz)




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[Freeciv-Dev] [patch #1330] update city dialog (gtk-2.0)

2010-03-14 Thread Andreas

Follow-up Comment #4, patch #1330 (project freeciv):

The new cityreport looks a bit blurry. It seems the city tiles as well as the
units in the supported/present lists are scaled down a little bit (1-2 pixels
per tile?) which is unneccessary and gives this bad impression. Screenshot
comparing a city with the map window attached. I usually use isotrident
tiles, but this problem seems to affect amplio as well.


(file #8528)
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Additional Item Attachment:

File name: blurry-cityreport.png  Size:290 KB


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[Freeciv-Dev] [bug #15620] message window disappears after switching tileset

2010-03-14 Thread Andreas

URL:
  

 Summary: message window disappears after switching tileset
 Project: Freeciv
Submitted by: anbe
Submitted on: Sunday 03/14/2010 at 17:49
Category: client-gtk-2.0
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: trunk
 Discussion Lock: Any
Operating System: GNU/Linux
 Planned Release: 

___

Details:

After switching the tileset the message window disappears. It will reappear
once a new message arrives.

I have the split-bottom-notebook-area option enabled.




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[Freeciv-Dev] [bug #15618] some events from the message window are shown in the chat window after loading from cache

2010-03-14 Thread Andreas

Follow-up Comment #2, bug #15618 (project freeciv):

They reappear only in the chat window, no further copy in the message window.

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[Freeciv-Dev] [patch #1330] update city dialog (gtk-2.0)

2010-03-14 Thread Matthias Pfafferodt

Follow-up Comment #5, patch #1330 (project freeciv):

> The new cityreport looks a bit blurry.

You are right. Perhaps the size should be increased from 500 to 525? I don't
have the right value at the moment and must get it using try and error. Is
the size of the new city dialog OK. Compared to the old one it takes a little
more space. This will be especially noteable on small displays.

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[Freeciv-Dev] [bug #15603] Tooltips for columns in city report

2010-03-14 Thread David Lowe

Follow-up Comment #3, bug #15603 (project freeciv):

I would question how many build environments would even have that old of a
version of a very common package.  Even the Mac's 'fink' build system [which
is notorious for having old stuff], offers 2.16.6.

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[Freeciv-Dev] [bug #15595] Adding new categories

2010-03-14 Thread David Lowe

Follow-up Comment #6, bug #15595 (project freeciv):

The danger of having too many categories is that users might get confused and
file their reports under the wrong heading.  I've certainly experienced this
when trying to report a problem with another project.

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[Freeciv-Dev] [patch #1330] update city dialog (gtk-2.0)

2010-03-14 Thread Andreas

Follow-up Comment #6, patch #1330 (project freeciv):

512 seems to work fine, it does no scaling on isotrident and 2/3 scaling on
amplio.

I added some debug code locally to get these numbers within
city_dialog_update_supported_units():

2: Loading tileset "amplio".
CITYMAP_SCALE 0.67  CITYMAP_WIDTH 512  canvas_width 768
2: Loading tileset "isotrident".
CITYMAP_SCALE 1.00  CITYMAP_WIDTH 512  canvas_width 512

2: Loading tileset "hex2t".
CITYMAP_SCALE 1.00  CITYMAP_WIDTH 320  canvas_width 320
2: Loading tileset "isophex".
CITYMAP_SCALE 1.00  CITYMAP_WIDTH 512  canvas_width 512
2: Loading tileset "trident".
CITYMAP_SCALE 1.00  CITYMAP_WIDTH 330  canvas_width 330


The last three ones were taken from a map generated for the isotrident
topology and the city report looked OK (scaling wise) at a first glance.

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[Freeciv-Dev] [bug #15621] city icon contains a buoy ?

2010-03-14 Thread Andreas

URL:
  

 Summary: city icon contains a buoy ?
 Project: Freeciv
Submitted by: anbe
Submitted on: Sunday 03/14/2010 at 20:38
Category: client-gtk-2.0
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: trunk
 Discussion Lock: Any
Operating System: GNU/Linux
 Planned Release: 

___

Details:

In screenshot file #8528 you can see that the city icon in the lower left
corner has a buoy icon attached to it. I think that appeared at the time I
discovered tech Automobile.
The buoy seems to be connected to the small flag representing a unit present
in the city, they both appear/disappear if I (re)move units. If I switch
tileset from isotrident to amplio there is nothing comparable to the buoy in
the city icon.

A savegame with this behaviour is file #8521 (from trunk + patches: variable
city radii, tech losing/tech upkeep, experimental ruleset).

I think I have seen this before in 2.2.0~beta3.




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[Freeciv-Dev] [bug #15621] isotrident: city icon contains a buoy ?

2010-03-14 Thread Jacob Nevins

Update of bug #15621 (project freeciv):

Category:  client-gtk-2.0 => art
 Assigned to:None => jtn
 Planned Release: => 2.2.1  
 Summary: city icon contains a buoy ? => isotrident: city
icon contains a buoy ?

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Follow-up Comment #1:

Looks like a simple mistake in data/isotrident/cities.png when adding buoy
graphics -- there's a spurious second copy of the buoy graphic. Also affects
S2_2.

This will only show up if:
* using the isotrident tileset; and
* there are "modern" cities; and
* display of the citybar is disabled in the client options

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[Freeciv-Dev] [bug #15621] isotrident: city icon contains a buoy ?

2010-03-14 Thread Jacob Nevins

Update of bug #15621 (project freeciv):

  Status:None => Ready For Test 

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[Freeciv-Dev] [patch #1534] [Metaticket] Scripting: Bugs and cleanup in lua runtime script.c

2010-03-14 Thread Ulrik Sverdrup

URL:
  

 Summary: [Metaticket] Scripting: Bugs and cleanup in lua
runtime script.c
 Project: Freeciv
Submitted by: englabenny
Submitted on: söndag 2010-03-14 den 22:00
Category: None
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

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Details:

A metaticket simply to organise the bugfixes and improvements of our lua
runtime (script.c) and the order the patches need to go in.




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[Freeciv-Dev] [patch #1534] [Metaticket] Scripting: Bugs and cleanup in lua runtime script.c

2010-03-14 Thread Ulrik Sverdrup

Update of patch #1534 (project freeciv):

  Depends on: => bugs #15531


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[Freeciv-Dev] [patch #1534] [Metaticket] Scripting: Bugs and cleanup in lua runtime script.c

2010-03-14 Thread Ulrik Sverdrup

Update of patch #1534 (project freeciv):

  Depends on: => bugs #15602


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[Freeciv-Dev] [patch #1534] [Metaticket] Scripting: Bugs and cleanup in lua runtime script.c

2010-03-14 Thread Ulrik Sverdrup

Update of patch #1534 (project freeciv):

  Depends on: => bugs #15606


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[Freeciv-Dev] [patch #1534] [Metaticket] Scripting: Bugs and cleanup in lua runtime script.c

2010-03-14 Thread Ulrik Sverdrup

Update of patch #1534 (project freeciv):

  Depends on: => patch #1526


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[Freeciv-Dev] [patch #1534] [Metaticket] Scripting: Bugs and cleanup in lua runtime script.c

2010-03-14 Thread Ulrik Sverdrup

Update of patch #1534 (project freeciv):

  Depends on: => bugs #15612


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[Freeciv-Dev] [bug #15595] Adding new categories

2010-03-14 Thread pepeto

Follow-up Comment #7, bug #15595 (project freeciv):

> The danger of having too many categories is that users might get
> confused and file their reports under the wrong heading. I've
> certainly experienced this when trying to report a problem with
> another project.

Normally, I guess that normal users shouldn't be able to edit the category
field, neither priority or planned release.

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[Freeciv-Dev] [patch #1535] scripting: Use script_call in script_do_file

2010-03-14 Thread Ulrik Sverdrup

URL:
  

 Summary: scripting: Use script_call in script_do_file
 Project: Freeciv
Submitted by: englabenny
Submitted on: söndag 2010-03-14 den 22:24
Category: general
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

___

Details:


Let all script execution go through script_call function. This way we
have only one single entry point for executed script code, where we
have one place to do error handling and other things.

script_do_file is now a paraphrase of script_dostring, except that it
loads from a filename.




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File Attachments:


---
Date: söndag 2010-03-14 den 22:24  Name:
0001-scripting-Use-script_call-in-script_do_file.patch  Size: 3 kB   By:
englabenny



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[Freeciv-Dev] [patch #1534] [Metaticket] Scripting: Bugs and cleanup in lua runtime script.c

2010-03-14 Thread Ulrik Sverdrup

Update of patch #1534 (project freeciv):

  Depends on: => patch #1535


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[Freeciv-Dev] [bug #15624] [RFC] scripting: Sandbox Lua scripts

2010-03-14 Thread Ulrik Sverdrup

URL:
  

 Summary: [RFC] scripting: Sandbox Lua scripts
 Project: Freeciv
Submitted by: englabenny
Submitted on: söndag 2010-03-14 den 22:40
Category: general
Severity: 3 - Normal
Priority: 1 - Later
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

Code executed in our Lua runtime has by default access to all builtin
lua functions and modules. These include functions to load lua files
or access the operating system.

As an example, a ruleset or scenario script could execute arbitrary
shell scripts (for example the 'uptime' program to use a harmless
example) using: os.execute("uptime"). Additionally the builtin module
io allows lua code to open and read/write files.

If we can, we should make freeciv rock-solid safe w.r.t scenario
scripts, they should be simple data, without security implications.
Otherwise a server administrator must scrutinize any custom ruleset
and scenarios before installing them. And users could experience
viruses in the form of freeciv scenarios or savegames.

Lua provides a method called "setfenv" that allows the caller to set
the environment a called function executes in. We set up a restricted
environment and execute ruleset/scenario code only inside this. In the
code, this restricted execution is carried out inside
script.c:script_call (which is now the only entry point for user
code).

The setup of the restricted environment uses a whitelist of builtin
symbols (functions, values and modules) that we allow in the scripting
environment, defined in api.pkg, where we also have a comment:

We want to assure that
1) The script has no access to the operating system
   (loadfile, os module, io module).
2) The script can not modify modules that freeciv's script runtime
   uses, for example by diverting error handling routines or similar.
3) The script can not break out of the sandbox.

I have used this community resource as reference when picking builtins
to whitelist:

http://lua-users.org/wiki/SandBoxes

Notice however that a normal freeciv script needs next to no builtins.
We don't forsee needing class and inheritance programming, so much of
lua's power can be turned off. The whitelist of builtins is thus
small.

The sandbox construction assumes that all parts of our game api are
safe.




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File Attachments:


---
Date: söndag 2010-03-14 den 22:40  Name:
0001-scripting-Sandbox-Lua-scripts.patch  Size: 8 kB   By: englabenny



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[Freeciv-Dev] [bug #15624] [RFC] scripting: Sandbox Lua scripts

2010-03-14 Thread Ulrik Sverdrup

Update of bug #15624 (project freeciv):

  Depends on: => patch #1534


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[Freeciv-Dev] [bug #15624] [RFC] scripting: Sandbox Lua scripts

2010-03-14 Thread Ulrik Sverdrup

Follow-up Comment #1, bug #15624 (project freeciv):

Testcase scenario. This file does not verify the security of the solution, it
only demonstrates the problem.

./ser -f OSAccess.sav

before:

1: Hello esteemed freeciv user.
1: Let's check uname -a
Linux ulrik-ibook 2.6.32-trunk-powerpc #1 Mon Jan 11 03:50:43 UTC 2010 ppc
GNU/Linux
1: Maybe I can read your files
1: root:x:0:0:root:/root:/bin/bash
daemon:x:1:1:daemon:/usr/sbin:/bin/sh
bin:x:2:2:bin:/bin:/bin/sh
...

after:

1: Hello esteemed freeciv user.
1: Let's check uname -a
1: lua error:
[string "script.code"]:4: attempt to index global 'os' (a nil value)
stack traceback:
[string "script.code"]:4: in main chunk

 1: 
 2: error_log("Hello esteemed freeciv user.")
 3: error_log("Let's check uname -a")
-->  4: os.execute("uname -a")
 5: error_log("Maybe I can read your files")
 6: error_log(io.open("/etc/passwd", "r"):read("*a"))


We must be sure that one can't retrieve the modules io, os again (which is
why we block require, module, package etc.).


(file #8532)
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File name: OSAccess.sav   Size:24 KB


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[Freeciv-Dev] [patch #1330] update city dialog (gtk-2.0)

2010-03-14 Thread Matthias Pfafferodt

Follow-up Comment #7, patch #1330 (project freeciv):

Thanks for the numbers! At the moment I'm busy with another project (cleanup
of the savegame file). I will check size of the city dialog as soon as this
is ready to post as first draft.

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[Freeciv-Dev] [bug #15618] some events from the message window are shown in the chat window after loading from cache

2010-03-14 Thread Jacob Nevins

Follow-up Comment #3, bug #15618 (project freeciv):

Do you have a savegame?

I've seen something similar: the message "Notice: Wonder United Nations in
Ottawa will be finished next turn." (E_WONDER_WILL_BE_BUILT) appearing in
_both_ the chat and message windows after a load.

In this case, the message is not actually in the event cache in the savegame,
so it must be generated by the server (i.e. it calls
send_global_city_turn_notifications()) after the game is loaded.

It looks like the message is actually handled twice in the client (in
climisc.c:handle_event()): once while it's in state C_S_PREPARING, and again
when it's in C_S_RUNNING. There's code in handle_event() which forces
messages to go to the chat/output window if the client's not yet in
C_S_RUNNING, even if the client's message preferences say otherwise.

It seems likely that the server is sending it twice, although I haven't
confirmed that. This happens for me with both a locally spawned server and
with a server the client connects to later.

I'd guess it's something like that for your E_CITY_MAY_SOON_GROW.

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[Freeciv-Dev] [bug #15595] Adding new categories

2010-03-14 Thread David Lowe

Follow-up Comment #8, bug #15595 (project freeciv):

Perhaps i wasn't clear enough: having many categories is confusing to the
user when they go to enter a bug report.  The more categories there are, the
greater chance that any given bug could conceivably be filed against more
than one category.

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[Freeciv-Dev] [bug #15618] some events from the message window are shown in the chat window after loading from cache

2010-03-14 Thread Andreas

Follow-up Comment #4, bug #15618 (project freeciv):

The savegame in file #8521 has some "may grow soon" messages.

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[Freeciv-Dev] [bug #15618] some events from the message window are shown in the chat window after loading from cache

2010-03-14 Thread Jacob Nevins

Follow-up Comment #5, bug #15618 (project freeciv):

I can't easily load that (it's moaning about hospitals, so I think it
requires the experimental ruleset), but in this case also
E_CITY_MAY_SOON_GROW doesn't appear in the saved event cache.

Therefore, I suspect the same thing will happen even if the event cache is
disabled. (I recall having seen the same sort of thing for a while, possibly
as far back as 2.1.x.)

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[Freeciv-Dev] [bug #15618] some events from the message window are shown in the chat window after loading from cache

2010-03-14 Thread Jacob Nevins

Follow-up Comment #6, bug #15618 (project freeciv):

I think the root cause is probably the send_all_info() in
connecthand.c:connection_attach() coming before
dsend_packet_start_phase(pconn, game.info.phase) (which I think is what
triggers the client into C_S_RUNNING, via handle_start_phase()).
send_all_info() calls send_player_turn_notifications(), which can generate
both E_CITY_MAY_SOON_GROW and E_WONDER_WILL_BE_BUILT (as well as
E_CITY_GRAN_THROTTLE and E_CITY_FAMINE_FEARED).

I've confirmed that I still see the wonder-soon message in my chat window
even if the event cache is disabled, but the one in my messages windows goes
away.

I think the E_WONDER_WILL_BE_BUILT that appears in my messages comes from
srv_ready()->send_all_info(); this will go into the event cache, and be sent
to the client after it enters C_S_RUNNING.

Not sure what the fix is. Perhaps to move send_player_turn_notifications()
out of send_all_info()?

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[Freeciv-Dev] [bug #15618] some events from the message window are shown in the chat window after loading from cache

2010-03-14 Thread Andreas

Follow-up Comment #7, bug #15618 (project freeciv):

Correct, that savegame was from trunk + patches: variable city radii, tech
losing/tech upkeep, experimental ruleset.

After your last comment I checked more detailed and can confirm that there is
no "may grow soon" message in the event cache of any savegame I checked (zgrep
-i soon *.sav.gz). Is this a bug or a feature? Not having this message cached
is probably OK.
Instead the messages are generated upon loading. Modifying a city to produce
less food, saving and reloading removes the message for that city.

Looking at the timing again, in the chat window the newly generated
may-grow-soon messages are followed by other messages restored from event
cache (like "Scorelog does not match savegame" or "save") I think this order
is not intuitive and wrong. If there is anything new to tell me it should be
done after the playback of the history. And of course it should go to the
correct window, *after* the playback.

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[Freeciv-Dev] [bug #15619] wrong messages when multiple advances are gained by one event

2010-03-14 Thread Jacob Nevins

Follow-up Comment #1, bug #15619 (project freeciv):

> (fc23test3-T162-Y1120AD.sav.gz)

Do you have this savegame?

I haven't figured out how messages can get out of order from a quick look at
the S2_2 server; the savegame should give us a clue when they were perturbed.

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[Freeciv-Dev] [bug #15618] some events from the message window are shown in the chat window after loading from cache

2010-03-14 Thread Jacob Nevins

Follow-up Comment #8, bug #15618 (project freeciv):

> there is no "may grow soon" message in the event cache of any 
> savegame [...] Is this a bug or a feature? Not having this 
> message cached is probably OK.

I think this may just be luck. These are one of the few non-esoteric
player-specific uses of notify_conn(). notify_conn() only adds messages to
the event cache if they are global messages. Most places use notify_player(),
which adds non-global messages to the event cache.

I think this is probably a separate bug.

> in the chat window the newly generated may-grow-soon messages 
> are followed by other messages restored from event cache [...] 
> I think this order is not intuitive and wrong.

Agreed. Again, I think that's a separate bug, though.

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[Freeciv-Dev] [bug #15620] message window disappears after switching tileset

2010-03-14 Thread Jacob Nevins

Follow-up Comment #1, bug #15620 (project freeciv):

Happens without split-notebook option too; and reports (e.g., cities,
nations, science) are closed too.
Message window contents don't seem to be lost IME.

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[Freeciv-Dev] [bug #15603] Tooltips for columns in city report

2010-03-14 Thread Ulrik Sverdrup

Follow-up Comment #4, bug #15603 (project freeciv):

Look at this Sun announcement of Freeciv (SDL) on Solaris 10. They say they
can't compile the Gtk+ requires GTK_STOCK_EDIT (which the docs say was
introduced in version 2.6)

http://blogs.sun.com/openomics/entry/freeciv_2_2_for_solaris


I think the perspectives differ wildly here. Linux distributions are normally
very up to date. I'm not saying that the above link is an argument against
using much newer Gtk APIs. At least now we have proof that Freeciv requires
later Gtk than 2.4.

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[Freeciv-Dev] [bug #15591] [10.5.8 PPC Mac] client doesn't start

2010-03-14 Thread anonymous

Follow-up Comment #2, bug #15591 (project freeciv):

OS X 10.6.2 using 2.1.9 download package (latest available).

The program will open ONLY for the admin account.  
For all users, the program crashes immediately.

I believe that this must therefor be a permissions problem --
that the program is attempting to write something to 
"/Applications" -- a directory to which no user has or will ever have a right
to write.

Note that attempting to install the program locally, in
"~/Applications" also fails.  Clearly, the program is using 
explicit paths rather than the ordinary linkages.

Suggest upgrade of the Severity status, as the program is
completely unplayable in this state.

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[Freeciv-Dev] [bug #15591] [10.5.8 PPC Mac] client doesn't start

2010-03-14 Thread anonymous

Follow-up Comment #3, bug #15591 (project freeciv):

Afterthoughts --

(1) hardware: xserve 8x3Ghzx64bit Intel core.
--> the problem is not restricted to PPC or to OS X 10.5

(2) The permissions problem could also be that the game client is attempting
to make changes to the SDK framework (also write protected from users).

  -dkd

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[Freeciv-Dev] [bug #15591] [10.5.8 PPC Mac] client doesn't start

2010-03-14 Thread David Lowe

Follow-up Comment #4, bug #15591 (project freeciv):

2.1.9 is somewhat stale.  We will have to see about making an up to date
binary for OSX.  If you use 'fink', i'm working on a 2.2.0 package for that
environment.  It's not done yet, but is ready for some testing.  If you'd
like to try this in the fink environment, send me a private message.

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