[Freeciv-Dev] [bug #20792] in same_pos() [../../../../common/map.c::887]: assertion 'tile1 != ((void *)0) tile2 != ((void *)0)' failed
Update of bug #20792 (project freeciv): Status:None = Confirmed ___ Follow-up Comment #5: Reproduced assertion failure and segfault with 2.3.4 and the attached files. (They took a bit of fiddling to get working on a case-sensitive filesystem.) ___ Reply to this item at: http://gna.org/bugs/?20792 ___ 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 #20792] in same_pos() [../../../../common/map.c::887]: assertion 'tile1 != ((void *)0) tile2 != ((void *)0)' failed
Follow-up Comment #6, bug #20792 (project freeciv): On loading the savefile we get in map_init_topology() [map.c::312]: assertion 'MAP_WIDTH = MAP_MAX_LINEAR_SIZE' failed. Please report this message at http://gna.org/projects/freeciv/ in map_init_topology() [map.c::313]: assertion 'MAP_HEIGHT = MAP_MAX_LINEAR_SIZE' failed. Please report this message at http://gna.org/projects/freeciv/ Relevant map parameters in the savefile are as follows: mapsize,XYSIZE,XYSIZE xsize,500,500 ysize,250,250 topology,WRAPX|ISO,WRAPX|ISO MAP_MAX_LINEAR_SIZE is 512, but MAP_WIDTH and MAP_HEIGHT are defined as follows: #define MAP_WIDTH (MAP_IS_ISOMETRIC ? (map.xsize + map.ysize / 2) : map.xsize) #define MAP_HEIGHT (MAP_IS_ISOMETRIC ? (map.xsize + map.ysize / 2) : map.ysize) Hence the map size assertion failures (which are reproducible with the default ruleset, unsurprisingly). There's clearly a bug here -- the assertion failure and the checks on setting xsize/ysize are inconsistent -- but I don't know which is correct. Also don't know yet whether this is the root cause of the same_pos() assertion failure and segfault. It doesn't seem inconceivable. If not, then it should become a new ticket. ___ Reply to this item at: http://gna.org/bugs/?20792 ___ 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 #20792] in same_pos() [../../../../common/map.c::887]: assertion 'tile1 != ((void *)0) tile2 != ((void *)0)' failed
Follow-up Comment #7, bug #20792 (project freeciv): Back to the same_pos()/segfault, here's a backtrace (with 2.3.4): #0 tile_index (ptile=0x0) at tile.c:37 No locals. #1 0x0058aee7 in pf_fuel_map_iterate_until (ptile=optimised out, pffm=optimised out) at path_finding.c:2517 node = optimised out #2 pf_fuel_map_path (pfm=0x37a7c90, ptile=0x0) at path_finding.c:2576 No locals. #3 0x004403bb in immediate_destination (punit=0x37b3bb0, dest_tile=0x7fa280544bc8) at aitools.c:333 parameter = {start_tile = 0x7fa2805b0230, moves_left_initially = 2, fuel_left_initially = 30, move_rate = 2, fuel = 30, owner = 0x3a527a0, uclass = 0xa27e90, unit_flags = { vec = r 00 00 00 00 00 00}, omniscience = true, get_MC = 0x582890 normal_move_unit, unknown_MC = 6, get_TB = 0, get_EC = 0, can_invade_tile = 0, get_zoc = 0, is_pos_dangerous = 0, get_moves_left_req = 0x581e50 get_fuel_moves_left_req, get_costs = 0, data = 0x37b3bb0} pfm = optimised out path = optimised out i = optimised out __FUNCTION__ = immediate_destination #4 0x00440e5b in ai_unit_goto_constrained (punit=0x37b3bb0, ptile=0x7fa280544bc8, parameter=0x7fff0359f410) at aitools.c:403 alive = optimised out pfm = optimised out path = optimised out __FUNCTION__ = ai_unit_goto_constrained #5 0x00441441 in ai_unit_goto (punit=0x37b3bb0, ptile=0x7fa280544bc8) at aitools.c:843 parameter = {start_tile = 0x7fa2805b0230, moves_left_initially = 2, fuel_left_initially = 30, move_rate = 2, fuel = 30, owner = 0x3a527a0, uclass = 0xa27e90, unit_flags = { vec = r 00 00 00 00 00 00}, omniscience = true, get_MC = 0x582890 normal_move_unit, unknown_MC = 6, get_TB = 0x581b30 no_fights, get_EC = 0x43ff80 prefer_short_stacks, can_invade_tile = 0, get_zoc = 0, is_pos_dangerous = 0, get_moves_left_req = 0x581e50 get_fuel_moves_left_req, get_costs = 0, data = 0x7fff0359f3f0} risk_cost = {base_value = 50, fearfulness = 2730.5, enemy_zoc_cost = 1310720} __FUNCTION__ = ai_unit_goto #6 0x0042d98f in ai_caravan_goto (help_wonder=optimised out, pcity=optimised out, punit=optimised out, pplayer=optimised out) at aiunit.c:1866 alive = optimised out #7 ai_manage_caravan (punit=optimised out, pplayer=optimised out) at aiunit.c:1945 parameter = {horizon = 10, discount = 0.94996, consider_windfall = true, consider_trade = true, consider_wonders = false, account_for_broken_routes = true, allow_foreign_trade = false, ignore_transit_time = false, convert_trade = false, callback = 0, callback_data = 0x7fff0359f650} result = {src = 0x377cbf0, dest = 0x377ecf0, arrival_time = 5, value = 44.87929437458, help_wonder = false} #8 ai_manage_unit (pplayer=0x3a527a0, punit=0x37b3bb0) at aiunit.c:2244 bodyguard = optimised out is_ferry = optimised out __FUNCTION__ = ai_manage_unit #9 0x0042ecf5 in ai_manage_units (pplayer=optimised out) at aiunit.c:2381 punit = 0x37b3bb0 punit_index = 0 punit_size = 24 #10 0x004a8e49 in ai_do_first_activities (pplayer=0x3a527a0) at aihand.c:484 No locals. #11 0x0040b0f8 in ai_start_phase () at srv_main.c:759 MY_i = 122 pplayer = 0x3a527a0 #12 begin_phase (is_new_phase=optimised out) at srv_main.c:910 No locals. #13 srv_running () at srv_main.c:2134 eot_timer = 0x2bfbdd0 save_counter = 1 is_new_turn = optimised out need_send_pending_events = false __FUNCTION__ = srv_running #14 0x0040b8ed in srv_main () at srv_main.c:2580 __FUNCTION__ = srv_main #15 0x004042d3 in main (argc=optimised out, argv=0x7fff0359f918) at civserver.c:377 inx = 3 showhelp = false showvers = false option = 0x255c1e0 __FUNCTION__ = main ___ Reply to this item at: http://gna.org/bugs/?20792 ___ 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 #20805] Bless resource probability hack?
URL: http://gna.org/bugs/?20805 Summary: Bless resource probability hack? Project: Freeciv Submitted by: jtn Submitted on: Sat May 11 13:39:05 2013 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: At http://freeciv.wikia.com/wiki/User_talk:Yethic is described an undocumented feature whereby ruleset authors can influence the relative probability of resources showing up on terrain by repeating the resource type in the terrain definition. This technique can also be seen in the ruleset attached to bug #20792. This seems harmless and useful. Should we bless / document it? One glitch with using this technique currently is that the resource name is repeated in the online terrain help (which is how I noticed it was in use). This would be easy to fix by de-duplicating. Alternatively (or for trunk) we could invent a syntax to specify probability, say something like: resources = resource_game, resource_furs*2 That would allow the transform mountains+gold to hills+gold problem to be solved too: [terrain_hills] resources = resource_coal, resource_wine, resource_gold*0 ___ Reply to this item at: http://gna.org/bugs/?20805 ___ 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 #3904] Fix auto-settler mode breaking when units travel through transports
URL: http://gna.org/patch/?3904 Summary: Fix auto-settler mode breaking when units travel through transports Project: Freeciv Submitted by: silene Submitted on: sam. 11 mai 2013 15:21:59 CEST Category: None Priority: 5 - Normal Status: None Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: ___ Details: When an engineer in auto-settler mode travels through a boat to reach its target tile, it reverts back to manual control. What happens is the following. When the unit is loaded in the boat, its activity is set to sentry by the server (unittools:3386). Then the client automatically wakes up the unit when it leaves the boat. Finally the server disables AI-control because it believes the player has taken over (unithand:747). The bug could be fixed at several places along this chain of events. I choose to fix at the first place. Indeed, notice that transported units are never changed into sentry if they are either controlled by an AI player or given orders by a human player. So the fix is a one-liner there: extend this logic to AI-controlled human-player units, since they are no different. ___ File Attachments: --- Date: sam. 11 mai 2013 15:21:59 CEST Name: autosettler.patch Size: 521 o By: silene http://gna.org/patch/download.php?file_id=17952 ___ Reply to this item at: http://gna.org/patch/?3904 ___ 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 #20786] Pathfinder (Goto order) for aerial units
Update of bug #20786 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?20786 ___ 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 #20786] Pathfinder (Goto order) for aerial units
Follow-up Comment #10, bug #20786 (project freeciv): Fix needs to go on recently-branched S2_5 too? ___ Reply to this item at: http://gna.org/bugs/?20786 ___ 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 #3895] Do not try to spawn units to non-native terrain from huts
Follow-up Comment #11, patch #3895 (project freeciv): I think this introduces a case where a hut can silently do nothing [...] Applied my patch to all branches under this ticket. While likely outside the scope of this ticket, rulesets with many L_CITIES units may inappropriately restrict settler creation based on nativity [...] Of course ruleset authors bitten by this can override default.lua, but it might be good if our default.lua could handle more kinds of rulesets. I agree that anything fancier should be a new ticket. ___ Reply to this item at: http://gna.org/patch/?3895 ___ 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 #20786] Pathfinder (Goto order) for aerial units
Update of bug #20786 (project freeciv): Planned Release: 2.3.5, 2.4.0, 2.5.0 = 2.3.5, 2.4.0, 2.5.0, 2.6.0 ___ Follow-up Comment #12: You're right, sorry... Fixed now. ___ Reply to this item at: http://gna.org/bugs/?20786 ___ 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 #20807] More discrete server logs
URL: http://gna.org/bugs/?20807 Summary: More discrete server logs Project: Freeciv Submitted by: akfaew Submitted on: Sat 11 May 2013 06:00:12 PM GMT Category: general Severity: 1 - Wish Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: Discussion Lock: Any Operating System: Any Planned Release: ___ Details: It's a bit weird for a server admin who also plays the game to see warnings of the form: Did not find a cm solution in 25000 iterations for XXX Where XXX is the city name. Perhaps it would be better if XXX was the city ID. ___ File Attachments: --- Date: Sat 11 May 2013 06:00:12 PM GMT Name: cmsolution.diff Size: 484B By: akfaew http://gna.org/bugs/download.php?file_id=17953 ___ Reply to this item at: http://gna.org/bugs/?20807 ___ 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 #20808] noop AI for multiplayer games
URL: http://gna.org/bugs/?20808 Summary: noop AI for multiplayer games Project: Freeciv Submitted by: akfaew Submitted on: Sat 11 May 2013 06:04:38 PM GMT Category: None Severity: 1 - Wish Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: Discussion Lock: Any Operating System: None Planned Release: ___ Details: In multiplayer games, after one player is split after losing his capital the AI comes in. And usually does stupid things like moving all units outside of cities. An AI that does nothing, or perhaps starts building defensive units in all cities would be more fair. ___ Reply to this item at: http://gna.org/bugs/?20808 ___ 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 #20808] noop AI for multiplayer games
Follow-up Comment #1, bug #20808 (project freeciv): Like stub AI module does in 2.4 and later? ___ Reply to this item at: http://gna.org/bugs/?20808 ___ 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 #3895] Do not try to spawn units to non-native terrain from huts
Follow-up Comment #12, patch #3895 (project freeciv): rulesets with many L_CITIES units may inappropriately restrict settler creation based on nativity, when some less advanced unit might be native to the tile in question (this doesn't happen with shipping rulesets I think this is just the case I were seeing (though further improvements should go to new ticket). Error starts to appear with aline ruleset once player already knows Ocean Cities and thus gets Water Engineer as Cities role unit. They cannot exist on radiating tiles, unlike earlier Native Engineer. ___ Reply to this item at: http://gna.org/patch/?3895 ___ 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 #20805] Bless resource probability hack?
Follow-up Comment #1, bug #20805 (project freeciv): If allowing ruleset authors to specify the frequency of specific resources, it would be nice to also allow control over the relative density of resources in a given terrain, so one could indicate a given terrain only has 75% average resource density with something like: resources = resource_game, resource_furs*2, None ___ Reply to this item at: http://gna.org/bugs/?20805 ___ 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 #3775] Potential bodyguard looking for units to protect
Follow-up Comment #1, patch #3775 (project freeciv): I'm not sure that anything that relies on uclass_move_type() is a reliable mechanism to use to determine if a potential bodyguard can properly protect a potential charge. This only checks whether some of the native terrains for the unit happen to be of class Land or class Oceanic, but doesn't check to see if the potential bodyguard can actually enter all the terrains the charge can enter (as an example, one could define a UMT_LAND unit that could use every land terrain, and a UMT_BOTH unit that could only use coastal ocean, rivers, and swamps, making the UMT_BOTH unit a poor guard for the charge). Aside from terrain checks, units with fuel or hp_loss restrictions may also be of limited use as bodyguards for units without such restrictions, as they will be constantly retreating to base (this may be part of why UMT_BOTH units historically don't pass this test). ___ Reply to this item at: http://gna.org/patch/?3775 ___ 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 #20785] AI fails to consider helicopters threatening to cities
Update of bug #20785 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?20785 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev