[Freeciv-Dev] [bug #20792] in same_pos() [../../../../common/map.c::887]: assertion 'tile1 != ((void *)0) tile2 != ((void *)0)' failed

2013-05-11 Thread Jacob Nevins
Update of bug #20792 (project freeciv):

  Status:None = Confirmed  

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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.)

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[Freeciv-Dev] [bug #20792] in same_pos() [../../../../common/map.c::887]: assertion 'tile1 != ((void *)0) tile2 != ((void *)0)' failed

2013-05-11 Thread Jacob Nevins
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.

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[Freeciv-Dev] [bug #20792] in same_pos() [../../../../common/map.c::887]: assertion 'tile1 != ((void *)0) tile2 != ((void *)0)' failed

2013-05-11 Thread Jacob Nevins
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


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[Freeciv-Dev] [bug #20805] Bless resource probability hack?

2013-05-11 Thread Jacob Nevins
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: 

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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





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[Freeciv-Dev] [patch #3904] Fix auto-settler mode breaking when units travel through transports

2013-05-11 Thread Guillaume Melquiond
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: 

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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.



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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

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[Freeciv-Dev] [bug #20786] Pathfinder (Goto order) for aerial units

2013-05-11 Thread pepeto
Update of bug #20786 (project freeciv):

  Status:  Ready For Test = Fixed  
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [bug #20786] Pathfinder (Goto order) for aerial units

2013-05-11 Thread Jacob Nevins
Follow-up Comment #10, bug #20786 (project freeciv):

Fix needs to go on recently-branched S2_5 too?

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[Freeciv-Dev] [patch #3895] Do not try to spawn units to non-native terrain from huts

2013-05-11 Thread Jacob Nevins
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.

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[Freeciv-Dev] [bug #20786] Pathfinder (Goto order) for aerial units

2013-05-11 Thread pepeto
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

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Follow-up Comment #12:

You're right, sorry... Fixed now.


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[Freeciv-Dev] [bug #20807] More discrete server logs

2013-05-11 Thread Michal Mazurek
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: 

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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.



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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

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[Freeciv-Dev] [bug #20808] noop AI for multiplayer games

2013-05-11 Thread Michal Mazurek
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: 

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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.




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[Freeciv-Dev] [bug #20808] noop AI for multiplayer games

2013-05-11 Thread Marko Lindqvist
Follow-up Comment #1, bug #20808 (project freeciv):

Like stub AI module does in 2.4 and later?

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[Freeciv-Dev] [patch #3895] Do not try to spawn units to non-native terrain from huts

2013-05-11 Thread Marko Lindqvist
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.

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[Freeciv-Dev] [bug #20805] Bless resource probability hack?

2013-05-11 Thread Emmet Hikory
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




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[Freeciv-Dev] [patch #3775] Potential bodyguard looking for units to protect

2013-05-11 Thread Emmet Hikory
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).

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[Freeciv-Dev] [bug #20785] AI fails to consider helicopters threatening to cities

2013-05-11 Thread Marko Lindqvist
Update of bug #20785 (project freeciv):

  Status:  Ready For Test = Fixed  
 Open/Closed:Open = Closed 


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