[Freeciv-Dev] [bug #19835] Connect with road can't start on a tile with road already built

2012-06-23 Thread Jacob Nevins
Update of bug #19835 (project freeciv):

 Release:  r21345 = trunk r21345   


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[Freeciv-Dev] [bug #19835] Connect with road can't start on a tile with road already built

2012-06-23 Thread Jacob Nevins
Update of bug #19835 (project freeciv):

 Planned Release: = 2.5.0  


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[Freeciv-Dev] [patch #3325] Allow custom types for governments to be used in effect requirements.

2012-06-23 Thread Henkutsu
Follow-up Comment #12, patch #3325 (project freeciv):

READY FOR TEST - Merged and diff'd against svn 21347.

I worked out the bug, took me all week as I manually mapped out all function
calls and struct types. I had restored the function that turns the packet
government struct into the real one accidentally. All I had to do was re-add
one line (g-flags = p-flags;) GAH!!

SUMMARY OF PATCH
Adds functionality Government Flags with regards to effects and unit
requirements.
* List of flags defined in governments.ruleset in similar manner to custom
unit flags.
* New optional government variable: flags = , ...
* New optional unit type variable: govflag_req - . Functions identical to
gov_req but matches against government.flags instead of government.
* New effect requirement name: GovFlag. Functions identical to Gov but can
match against multiple governments.

CODE FILES CHANGED:
client/
helpdata.c
packhand.c

common/
effects.c
fc_types.h
game.c
government.c
government.h
packets.def
packets.h
requirements.c
unittype.c
unittype.h

server/
cityturn.c
ruleset.c

RULESET CHANGES
Ruleset functionality unchanged but civ1, civ2, classic and experimental now
make use of government flag features. Documentation of new features has been
added to governments.ruleset of these 4 rulesets.

I submit this patch to for your approval.

Whew! I have learned so much doing this.

(file #15863)
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[Freeciv-Dev] [bug #19836] Specials vector size saved as specials_size, but loaded as special_size

2012-06-23 Thread Jacob Nevins
URL:
  http://gna.org/bugs/?19836

 Summary: Specials vector size saved as specials_size, but
loaded as special_size
 Project: Freeciv
Submitted by: jtn
Submitted on: Sat Jun 23 13:00:37 2012
Category: None
Severity: 2 - Minor
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.3.2,S2_4,trunk
 Discussion Lock: Any
Operating System: Any
 Planned Release: 

___

Details:

In savegame2.c, the size of the specials vector is saved as
savefile.specials_size, but loaded as savefile.special_size.

Noticed as this leads to a warning in the verbose log on load: unused entry:
savefile.specials_size

(I'm not quite sure of the purpose of these _size entries, given that on
loading they are immediately overwritten by the count returned by
secfile_lookup_str_vec() anyway. So they seem redundant. Haven't thoroughly
checked yet, though. The fact that we've been loading the specials size as 0
since 2.3.0 and the world hasn't ended yet corroborates this.)




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[Freeciv-Dev] [bug #19837] Experimental ruleset Road: typo built_time in ruleset

2012-06-23 Thread Jacob Nevins
URL:
  http://gna.org/bugs/?19837

 Summary: Experimental ruleset Road: typo built_time in
ruleset
 Project: Freeciv
Submitted by: jtn
Submitted on: Sat Jun 23 13:17:49 2012
Category: rulesets
Severity: 2 - Minor
Priority: 5 - Normal
  Status: In Progress
 Assigned to: jtn
Originator Email: 
 Open/Closed: Open
 Release: trunk r?
 Discussion Lock: Any
Operating System: Any
 Planned Release: 2.5.0

___

Details:

Should be build_time.
Cosmetic as it just reinforces the default of 0 anyway; spotted via secfile
unused-item logging.




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[Freeciv-Dev] [bug #19838] Player colours not loaded from savefile

2012-06-23 Thread Jacob Nevins
URL:
  http://gna.org/bugs/?19838

 Summary: Player colours not loaded from savefile
 Project: Freeciv
Submitted by: jtn
Submitted on: Sat Jun 23 13:20:19 2012
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: In Progress
 Assigned to: jtn
Originator Email: 
 Open/Closed: Open
 Release: S2_4 r21346
 Discussion Lock: Any
Operating System: Any
 Planned Release: 2.4.0,2.5.0

___

Details:

server_create_player() just ignores its prgbcolor argument... I think I broke
this in my fix for bug #19817.




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[Freeciv-Dev] [bug #19839] in server_player_set_color() [plrhand.c::1262]: assertion '!game_was_started( )' failed

2012-06-23 Thread Jacob Nevins
URL:
  http://gna.org/bugs/?19839

 Summary: in server_player_set_color() [plrhand.c::1262]:
assertion '!game_was_started( )' failed
 Project: Freeciv
Submitted by: jtn
Submitted on: Sat Jun 23 15:53:59 2012
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: In Progress
 Assigned to: jtn
Originator Email: 
 Open/Closed: Open
 Release: S2_4 r21346
 Discussion Lock: Any
Operating System: Any
 Planned Release: 2.4.0,2.5.0

___

Details:

Introduced by me in bug #19817...




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[Freeciv-Dev] [bug #19840] Multicast fails without active connection

2012-06-23 Thread Zakri Kneebone
URL:
  http://gna.org/bugs/?19840

 Summary: Multicast fails without active connection
 Project: Freeciv
Submitted by: i1abnrk
Submitted on: Sat 23 Jun 2012 02:56:13 PM GMT
Category: bootstrap
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.4.99
 Discussion Lock: Any
Operating System: GNU/Linux
 Planned Release: 

___

Details:

Trying to set up a network game without an active physical connection I was
stopped by a UDP/Multicast failure. Server said:

1: IP_ADD_MEMBERSHIP (225.1.1.1) failed: No such device

but rulesets still loaded, however connecting with same client (gtk3) I
receive: 

1: lanserver scan sendto failed: Network is unreachable
1: Error connecting to metaserver

The second one is normal and I can still play the game without a metaserver.
But the UDP error prevents local/virtual game play without an active
connection. 
I'm not sure if this is the correct category for submission.




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[Freeciv-Dev] [bug #19841] Fundamentalism fails in classic ruleset

2012-06-23 Thread Zakri Kneebone
URL:
  http://gna.org/bugs/?19841

 Summary: Fundamentalism fails in classic ruleset
 Project: Freeciv
Submitted by: i1abnrk
Submitted on: Sat 23 Jun 2012 03:22:34 PM GMT
Category: rulesets
Severity: 2 - Minor
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.4.99
 Discussion Lock: Any
Operating System: GNU/Linux
 Planned Release: 

___

Details:

Several dozen nations throw debug level 3 info on starting freeciv with
classic ruleset, all with Fundamentalism government.
3: Nation Abkhaz: government Fundamentalism not found.
3: Nation Australian Aboriginal: government Fundamentalism not found.
...
These nations are still selectable and playable from client. So, seems
failsafe is working.




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[Freeciv-Dev] [bug #19841] Fundamentalism fails in classic ruleset

2012-06-23 Thread Jacob Nevins
Follow-up Comment #1, bug #19841 (project freeciv):

That's a normal consequence of the supplied nations having provision for being
used in rulesets with Fundamentalism (ruler titles) but being loaded with the
default/classic ruleset. There should be no ill effects.

A bit messy, but I'm not sure what to do to quell the warnings cleanly. (In
general, such warnings are helpful for spotting typos in nations.)

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[Freeciv-Dev] [bug #19837] Experimental ruleset Road: typo built_time in ruleset

2012-06-23 Thread Jacob Nevins
Update of bug #19837 (project freeciv):

  Status: In Progress = Ready For Test 
 Release:trunk r? = trunk r21345   

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File name: trunk-experimental-road-typo.diff Size:0 KB


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[Freeciv-Dev] [bug #19838] Player colours not loaded from savefile

2012-06-23 Thread Jacob Nevins
Update of bug #19838 (project freeciv):

  Status: In Progress = Ready For Test 

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[Freeciv-Dev] [bug #19839] in server_player_set_color() [plrhand.c::1262]: assertion '!game_was_started( )' failed

2012-06-23 Thread Jacob Nevins
Update of bug #19839 (project freeciv):

  Status: In Progress = Ready For Test 

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[Freeciv-Dev] [bug #19840] Multicast fails without active connection

2012-06-23 Thread Marko Lindqvist
Follow-up Comment #1, bug #19840 (project freeciv):

 1: IP_ADD_MEMBERSHIP (225.1.1.1) failed: No such device

 But the UDP error prevents local/virtual game play without an
 active connection.

That broadcast is used only to announce games in local network, it shouldn't
affect actual play once you know server name ('localhost') and port ('5556' by
default) to connect to.

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[Freeciv-Dev] [bug #19840] Multicast fails without active connection

2012-06-23 Thread Zakri Kneebone
Follow-up Comment #2, bug #19840 (project freeciv):

Correct, clicking connect with localhost:5556 works. I was confused because of
the output and I'm used to selecting localhost from the lan selection pane.

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[Freeciv-Dev] [bug #19841] Fundamentalism fails in classic ruleset

2012-06-23 Thread Marko Lindqvist
Follow-up Comment #2, bug #19841 (project freeciv):

 A bit messy, but I'm not sure what to do to quell the warnings
 cleanly. (In general, such warnings are helpful for spotting
 typos in nations.)

Add to nations.ruleset [compatibility] section list of government types for
which warning is omitted, and put Fundamentalism to that list for classic
ruleset.

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[Freeciv-Dev] [bug #19842] City seen to be owned by one player, tile by another

2012-06-23 Thread Marko Lindqvist
URL:
  http://gna.org/bugs/?19842

 Summary: City seen to be owned by one player, tile by another
 Project: Freeciv
Submitted by: cazfi
Submitted on: Sat 23 Jun 2012 10:13:45 PM EEST
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

I see several cities owned by one player while the borders belong to another
player. All of them are currently under FoW and I've ever seen them with
shared vision only (shared vision just passed through the player I had direct
contact with, I think)




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[Freeciv-Dev] [patch #3315] Dacian nation

2012-06-23 Thread Andrzej M. Gorzym
Follow-up Comment #1, patch #3315 (project freeciv):

Other flag based on Dacian shield from Wikimedia Commons.

(file #15868)
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[Freeciv-Dev] [bug #19842] City seen to be owned by one player, tile by another

2012-06-23 Thread Marko Lindqvist
Follow-up Comment #1, bug #19842 (project freeciv):

I actually am allied with and have shared vision from the player who seems to
own the cities. The fact that they are fogged regardless indicates that they
really don't belong to him any more. It's possible that something went wrong
at the time he lost them and me seeing the cities only via his shared vision.

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[Freeciv-Dev] [bug #19843] Units under deck see far

2012-06-23 Thread Marko Lindqvist
URL:
  http://gna.org/bugs/?19843

 Summary: Units under deck see far
 Project: Freeciv
Submitted by: cazfi
Submitted on: Sat 23 Jun 2012 11:36:49 PM EEST
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

Hard to say how this should work (considering also how hard the implementation
would be) but currently trireme carrying caravan can see further away than one
without.
It's sort of code-wise clean solution that also transported units have their
vision applied, but I don't particularly like this game-play wise. One is
supposed to get better vision with more advanced ships only.




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[Freeciv-Dev] [patch #3336] dai_uclass_move_type()

2012-06-23 Thread Marko Lindqvist
Update of patch #3336 (project freeciv):

  Status:  Ready For Test = Done   
 Assigned to:None = cazfi  
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [patch #3334] is_channel_city_tile() optimization

2012-06-23 Thread Marko Lindqvist
Update of patch #3334 (project freeciv):

  Status:  Ready For Test = Done   
 Assigned to:None = cazfi  
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [bug #19842] City seen to be owned by one player, tile by another

2012-06-23 Thread Marko Lindqvist
Follow-up Comment #3, bug #19842 (project freeciv):

 Are you playing with foggedborders?

No, and probably that's what goes wrong. This seems like old bug which I
believed to be somehow fixed: When fogged city within FoW changes owner,
player doesn't see that even if he knows from (unfogged) borders who must
currently control all cities there. Note that player may not be aware of all
cities there, and may even remember some cities that have been destroyed in
reality.

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[Freeciv-Dev] [patch #2024] Jamaican nation

2012-06-23 Thread Jacob Nevins
Follow-up Comment #2, patch #2024 (project freeciv):

Is it deliberate that this nation has the same singular and plural -- is the
Jamaican really the correct plural form? It's a bit jarring, and I didn't
find evidence for it elsewhere when I looked.
(I read that the Jamaican language itself has the same word forms for singular
and plural, but I don't think that applies to the nouns we use for nations?)

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[Freeciv-Dev] [bug #19845] Warnings when loading S2_4 savegame into trunk server due to lack of roads maps

2012-06-23 Thread Jacob Nevins
URL:
  http://gna.org/bugs/?19845

 Summary: Warnings when loading S2_4 savegame into trunk
server due to lack of roads maps
 Project: Freeciv
Submitted by: jtn
Submitted on: Sun Jun 24 00:23:20 2012
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: trunk r21350
 Discussion Lock: Any
Operating System: GNU/Linux
 Planned Release: 2.5.0

___

Details:

Presumably we should suppress these when loading old savegames, or synthesise
the relevant information in the backward compatibility code.


in sg_load_map_tiles_roads() [savegame2.c::2542]: Line not
found='map.r00_'
in sg_load_map_tiles_roads() [savegame2.c::2542]: Line not
found='map.r00_0001'
in sg_load_map_tiles_roads() [savegame2.c::2542]: Line not
found='map.r00_0002'
...
in sg_load_map_tiles_roads() [savegame2.c::2542]: Line not
found='map.r00_0075'
in sg_load_map_tiles_roads() [savegame2.c::2542]: Saved game contains
incomplete map data. This can happen with old saved games, or it may indicate
an invalid saved game file. Proceed at your own risk.
...
in sg_load_player_vision() [savegame2.c::5496]: Line not
found='player0.map_r00_'
in sg_load_player_vision() [savegame2.c::5496]: Line not
found='player0.map_r00_0001'
...
in sg_load_player_vision() [savegame2.c::5496]: Saved game contains incomplete
map data. This can happen with old saved games, or it may indicate an invalid
saved game file. Proceed at your own risk.





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