[Freeciv-Dev] [bug #16300] doesn't compile with --enable-debug

2010-07-26 Thread Matthias Pfafferodt

Follow-up Comment #1, bug #16300 (project freeciv):

what system do you use? 

The warnings are for variables of type 'size_t' printed 
using '%lu'. What is the type of size_t on your system? As a solution casts
could be added to all lines with warning ...

I do compile using '--enable-debug=checks' and get no errors (opensuse 11.1).

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[Freeciv-Dev] [bug #16300] doesn't compile with --enable-debug

2010-07-26 Thread Matthias Pfafferodt

Update of bug #16300 (project freeciv):

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

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Follow-up Comment #2:

Here is a patch adding the needed casts.

(file #9564)
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Additional Item Attachment:

File name: 20100725-04-trunk-cast-size_t-as-unsigned-long.patch Size:3 KB


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[Freeciv-Dev] [bug #16300] doesn't compile with --enable-debug

2010-07-26 Thread Lavrentij P Berija

Follow-up Comment #3, bug #16300 (project freeciv):

I use Ubuntu Karmic 32 bit. Is there a possibility that these casts can go
wrong on 32 bit or 64 bit?
Compilation of savegame2.c works OK with this patch, but I can't test if
saving/loading the game is correct because of another warning in
gtkitemfactory.h (that's not freeciv's problem, but it prevents me from
compiling the whole source).
Maybe there is a way to compile freeciv with debugging support without
warnings being treated as errors?

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[Freeciv-Dev] [bug #16300] doesn't compile with --enable-debug

2010-07-26 Thread Matthias Pfafferodt

Follow-up Comment #4, bug #16300 (project freeciv):

 I use Ubuntu Karmic 32 bit. Is there a possibility that these
 casts can go wrong on 32 bit or 64 bit? 

This could be the case for size_t ... (32 bit on 32 and 64 bit on 64?)

 Compilation of savegame2.c works OK with this patch, but I
 can't test if saving/loading the game is correct because of
 another warning in gtkitemfactory.h (that's not freeciv's
 problem, but it prevents me from compiling the whole source). 

It's due to an error in gtk and you using '--enable-debug=checks'. If you use
only '--enable-debug=yes' it should work. See patch #1493 and ./doc/HACKING)

 Maybe there is a way to compile freeciv with debugging support
 without warnings being treated as errors?

Yes, use '--enable-debug=yes' or (if it's your system and you can do it)
change one line in gtkitemfactory.h (see the link in ./doc/HACKING).

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[Freeciv-Dev] [bug #16301] update queue not working with player pointers

2010-07-26 Thread Matthias Pfafferodt

URL:
  http://gna.org/bugs/?16301

 Summary: update queue not working with player pointers
 Project: Freeciv
Submitted by: syntron
Submitted on: Montag 26.07.2010 um 12:34
Category: None
Severity: 3 - Normal
Priority: 1 - Later
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: trunk (patched)
 Discussion Lock: Any
Operating System: None
 Planned Release: 2.3.0

___

Details:

if the patch #1739 is applied, the update queue is not working anymore. I had
to bypass the queue to leave the game



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File Attachments:


---
Date: Montag 26.07.2010 um 12:34  Name:
20100726-02-trunk-fix-set_client_page.patch  Size: 812B   By: syntron

http://gna.org/bugs/download.php?file_id=9565

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[Freeciv-Dev] [patch #1739] [players] use pointers for players

2010-07-26 Thread Matthias Pfafferodt

Follow-up Comment #9, patch #1739 (project freeciv):

new version; the editor was not working do to a missing call to
player_slots_init()

patch comments:

* replace the static array game.players by 'const struct player **pslot'
* add new accessor functions
* define an extra 'placeholder' player in ./client/packhand.c
* game_reset() does player_slots_free() AND player_slots_init() for clients
* send player information to the client in send_conn_info_arg() as the player
information are reset if one switches into edit mode

leaving a game is not working - I need to bypass the update queue for page
changes; see gna bug #16301


(file #9566)
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File name: 20100726-01-trunk-use-pointers-for-players.patch Size:100 KB


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[Freeciv-Dev] [patch #1732] [Metaticket] increase number of players

2010-07-26 Thread Matthias Pfafferodt

Update of patch #1732 (project freeciv):

  Depends on: = bugs #16301


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[Freeciv-Dev] [patch #1741] [players] use player_slot_count

2010-07-26 Thread Matthias Pfafferodt

Follow-up Comment #2, patch #1741 (project freeciv):

updated version

(file #9567)
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File name: 20100726-03-trunk-use-player_slot_count.patch Size:9 KB


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[Freeciv-Dev] [patch #1742] [players] cleanup game_init()

2010-07-26 Thread Matthias Pfafferodt

Update of patch #1742 (project freeciv):

 Summary: [players] cleanup game_(init|free|reset) =
[players] cleanup game_init()

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Follow-up Comment #1:

updated version

(file #9568)
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File name:
20100726-04-trunk-split-game_init-into-game_init-and-game_default.patch
Size:1 KB


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[Freeciv-Dev] [patch #1743] [players] dynamically allocate player-diplstates

2010-07-26 Thread Matthias Pfafferodt

Follow-up Comment #2, patch #1743 (project freeciv):

updated version

(file #9569)
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File name: 20100726-05-trunk-dynamically-allocate-player-diplstates.patch
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[Freeciv-Dev] [patch #1745] [players] dynamically allocate ai_data

2010-07-26 Thread Matthias Pfafferodt

Follow-up Comment #2, patch #1745 (project freeciv):

updated version 

(file #9570)
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File name: 20100726-07-trunk-dynamically-allocate-ai_data.patch Size:49 KB


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[Freeciv-Dev] [patch #1759] [players] fix debugging tool in score.c

2010-07-26 Thread Matthias Pfafferodt

URL:
  http://gna.org/patch/?1759

 Summary: [players] fix debugging tool in score.c
 Project: Freeciv
Submitted by: syntron
Submitted on: Montag 26.07.2010 um 12:45
Category: general
Priority: 3 - Low
  Status: In Progress
 Privacy: Public
 Assigned to: syntron
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: trunk

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Details:





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File Attachments:


---
Date: Montag 26.07.2010 um 12:45  Name:
20100726-08-trunk-fix-debugging-tool-in-score.c.patch  Size: 808B   By:
syntron

http://gna.org/patch/download.php?file_id=9571

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[Freeciv-Dev] [patch #1760] [players] define MAX_NUM_PLAYER_SLOTS

2010-07-26 Thread Matthias Pfafferodt

URL:
  http://gna.org/patch/?1760

 Summary: [players] define MAX_NUM_PLAYER_SLOTS
 Project: Freeciv
Submitted by: syntron
Submitted on: Montag 26.07.2010 um 12:46
Category: general
Priority: 3 - Low
  Status: In Progress
 Privacy: Public
 Assigned to: syntron
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: trunk

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Details:





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File Attachments:


---
Date: Montag 26.07.2010 um 12:46  Name:
20100726-09-trunk-define-MAX_NUM_PLAYER_SLOTS.patch  Size: 7kB   By: syntron

http://gna.org/patch/download.php?file_id=9572

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[Freeciv-Dev] [patch #1761] [players] add team pointer

2010-07-26 Thread Matthias Pfafferodt

URL:
  http://gna.org/patch/?1761

 Summary: [players] add team pointer
 Project: Freeciv
Submitted by: syntron
Submitted on: Montag 26.07.2010 um 12:47
Category: general
Priority: 3 - Low
  Status: In Progress
 Privacy: Public
 Assigned to: syntron
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: trunk

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Details:

* rewrite of ./common/team.(c|h)
* create the maximal amount of teams (= MAX_NUM_TEAM_SLOTS =
MAX_NUM_PLAYER_SLOTS)
* changes to the network protocol



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File Attachments:


---
Date: Montag 26.07.2010 um 12:47  Name:
20100726-12-trunk-add-team-pointer.patch  Size: 33kB   By: syntron

http://gna.org/patch/download.php?file_id=9573

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[Freeciv-Dev] [patch #1762] [players] dynamically allocate the team names

2010-07-26 Thread Matthias Pfafferodt

URL:
  http://gna.org/patch/?1762

 Summary: [players] dynamically allocate the team names
 Project: Freeciv
Submitted by: syntron
Submitted on: Montag 26.07.2010 um 12:48
Category: general
Priority: 3 - Low
  Status: In Progress
 Privacy: Public
 Assigned to: syntron
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: trunk

___

Details:

* new network package



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File Attachments:


---
Date: Montag 26.07.2010 um 12:48  Name:
20100726-13-trunk-dynamically-allocate-the-team-names.patch  Size: 15kB   By:
syntron

http://gna.org/patch/download.php?file_id=9574

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[Freeciv-Dev] [patch #1732] [Metaticket] increase number of players

2010-07-26 Thread Matthias Pfafferodt

Update of patch #1732 (project freeciv):

  Depends on: = patch #1746


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[Freeciv-Dev] [patch #1763] [players] rename player-ai_common.control to player-ai_controlled

2010-07-26 Thread Matthias Pfafferodt

URL:
  http://gna.org/patch/?1763

 Summary: [players] rename player-ai_common.control to
player-ai_controlled
 Project: Freeciv
Submitted by: syntron
Submitted on: Montag 26.07.2010 um 13:10
Category: general
Priority: 3 - Low
  Status: In Progress
 Privacy: Public
 Assigned to: syntron
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.3

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Details:

* similar to unit-ai_contolled
* changes to lua; I think the api is not touched but please check




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[Freeciv-Dev] [patch #1763] [players] rename player-ai_common.control to player-ai_controlled

2010-07-26 Thread Matthias Pfafferodt

Update of patch #1763 (project freeciv):

 Planned Release: 2.3 = 2.3.0  

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Follow-up Comment #1:

add file ...

(file #9575)
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File name:
20100726-14-trunk-rename-player-ai_common.control-to-player-ai_contr.patch
Size:66 KB


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[Freeciv-Dev] [patch #1764] [players] fix unit-server.ai-hunted

2010-07-26 Thread Matthias Pfafferodt

URL:
  http://gna.org/patch/?1764

 Summary: [players] fix unit-server.ai-hunted
 Project: Freeciv
Submitted by: syntron
Submitted on: Montag 26.07.2010 um 13:11
Category: general
Priority: 3 - Low
  Status: In Progress
 Privacy: Public
 Assigned to: syntron
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.3.0

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Details:

* a bv_player bitvector is needed for  32 players
* move the definition into fc_types.h



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File Attachments:


---
Date: Montag 26.07.2010 um 13:11  Name:
20100726-15-trunk-fix-unit-server.ai-hunted.patch  Size: 7kB   By: syntron

http://gna.org/patch/download.php?file_id=9576

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[Freeciv-Dev] [patch #1765] cleanup bitvectors

2010-07-26 Thread Matthias Pfafferodt

URL:
  http://gna.org/patch/?1765

 Summary: cleanup bitvectors
 Project: Freeciv
Submitted by: syntron
Submitted on: Montag 26.07.2010 um 13:12
Category: general
Priority: 3 - Low
  Status: Ready For Test
 Privacy: Public
 Assigned to: syntron
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.3.0

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Details:

bv_flags = bv_unit_flags
bv_roles = bv_unit_roles
(new)   bv_impr_flags
(new)   bv_tech_flags

changes to the network protocol



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File Attachments:


---
Date: Montag 26.07.2010 um 13:12  Name:
20100726-16-trunk-cleanup-bitvectors.patch  Size: 8kB   By: syntron

http://gna.org/patch/download.php?file_id=9577

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[Freeciv-Dev] [patch #1766] remove TEST_BIT from server/score.c

2010-07-26 Thread Matthias Pfafferodt

URL:
  http://gna.org/patch/?1766

 Summary: remove TEST_BIT from server/score.c
 Project: Freeciv
Submitted by: syntron
Submitted on: Montag 26.07.2010 um 13:12
Category: general
Priority: 3 - Low
  Status: Ready For Test
 Privacy: Public
 Assigned to: syntron
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.3.0

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Details:





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File Attachments:


---
Date: Montag 26.07.2010 um 13:12  Name:
20100726-17-trunk-remove-TEST_BIT-from-server-score.c.patch  Size: 1kB   By:
syntron

http://gna.org/patch/download.php?file_id=9578

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[Freeciv-Dev] [patch #1767] [players] fix bv_player in sdl client

2010-07-26 Thread Matthias Pfafferodt

URL:
  http://gna.org/patch/?1767

 Summary: [players] fix bv_player in sdl client
 Project: Freeciv
Submitted by: syntron
Submitted on: Montag 26.07.2010 um 13:13
Category: client-sdl
Priority: 3 - Low
  Status: In Progress
 Privacy: Public
 Assigned to: syntron
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.3.0

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Details:

an int was used for all_players in ./clinet/gui-sdl/gotodlg.c



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---
Date: Montag 26.07.2010 um 13:13  Name:
20100726-18-trunk-fix-bv_player-in-sdl-client.patch  Size: 3kB   By: syntron

http://gna.org/patch/download.php?file_id=9579

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[Freeciv-Dev] [bug #16300] doesn't compile with --enable-debug

2010-07-26 Thread Lavrentij P Berija

Follow-up Comment #5, bug #16300 (project freeciv):

Thanks, it worked out. Saving/loading games works OK, as far as I have
tested.

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[Freeciv-Dev] [patch #1765] cleanup bitvectors

2010-07-26 Thread Marko Lindqvist

Follow-up Comment #1, patch #1765 (project freeciv):

 bv_flags = bv_unit_flags

This is unit type specific flags that unit has, right? When you are changing
it, you should also make it clear that unit class specific flags are not
here.

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[Freeciv-Dev] [patch #1765] cleanup bitvectors

2010-07-26 Thread Matthias Pfafferodt

Follow-up Comment #3, patch #1765 (project freeciv):

it should be:

bv_flags = bv_unit_type_flags 
bv_roles = bv_unit_type_roles 

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[Freeciv-Dev] [bug #16305] Incorrect sabotage handling for diplomats

2010-07-26 Thread anonymous

URL:
  http://gna.org/bugs/?16305

 Summary: Incorrect sabotage handling for diplomats
 Project: Freeciv
Submitted by: None
Submitted on: Monday 07/26/2010 at 19:31 CEST
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.2.1
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

The base sabotage chance for a diplomat is half that of the spy, yet could be
the same by changing the client.

This is either a bug (when the base sabotage chance should be the same for
both) or a security flaw (when it should not be possible to upgrade the
sabotage chance on the client). Since I don't know the intended behavior, I
cannot asses this.

In server/diplomats.c:835, function diplomat_sabotage(), the base success
probability is chosen depending on whether a specific target is chosen, or
random:


  int success_prob = (improvement = B_LAST ? game.info.diplchance
  : game.info.diplchance / 2);


A few lines further down (line 848) the improvement is set to B_LAST if the
unit is not a spy:


  if (!unit_has_type_flag(pdiplomat, F_SPY))
improvement = B_LAST;


So on line 835, the 'improvement' comes straight from the client unmodified,
and based on that, the base success chance is chosen.

This value is set in the gui, for example in
client/gui-gtk-2.0/diplomat_dialog.c:120, function
diplomat_sabotage_callback()


request_diplomat_action(DIPLOMAT_SABOTAGE, diplomat_id,
diplomat_target_id, -1);


The last parameter (-1) is the improvement which will be the parameter
'improvement' in diplomat_sabotage() in server/diplomats.c:835. Since -1 
B_LAST, this means that a diplomat will sabotage with half the base success
chance. This can be changed on the client by simply sending B_LAST as the
last parameter on request_diplomat_action()




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[Freeciv-Dev] [bug #16305] Incorrect sabotage handling for diplomats

2010-07-26 Thread anonymous

Follow-up Comment #1, bug #16305 (project freeciv):

Since I see nowhere in the rules/help that diplomats have half the success
chance of spies, I figure this is a bug. Then again, it's kind of an obvious
bug when you notice that sabotaging by diplomats fail very often, so maybe
it's the security flaw after all.

If it's a bug, then either the gui's must be fixed to send B_LAST as the last
parameter, or better: put line 848 in server/diplomats.c before line 835.

If it's a security flaw, then I would still suggest putting line 848 first,
and adding an extra check, halving the chance for diplomats. E.g.:

  int success_prob = (improvement = B_LAST  unit_has_type_flag(pdiplomat,
F_SPY) ? game.info.diplchance : game.info.diplchance / 2);


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[Freeciv-Dev] [patch #1773] [dbv] remove tile:tile_seen

2010-07-26 Thread Matthias Pfafferodt

URL:
  http://gna.org/patch/?1773

 Summary: [dbv] remove tile:tile_seen
 Project: Freeciv
Submitted by: syntron
Submitted on: Montag 26.07.2010 um 22:24
Category: general
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: syntron
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.3.0

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Details:

server: use player:private_map:seen_count
client: use dynamic bitvector



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File Attachments:


---
Date: Montag 26.07.2010 um 22:24  Name: 0007-remove-tile-tile_seen.patch 
Size: 18kB   By: syntron

http://gna.org/patch/download.php?file_id=9587

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[Freeciv-Dev] [patch #1774] [dbv] remove tile:tile_known

2010-07-26 Thread Matthias Pfafferodt

URL:
  http://gna.org/patch/?1774

 Summary: [dbv] remove tile:tile_known
 Project: Freeciv
Submitted by: syntron
Submitted on: Montag 26.07.2010 um 22:24
Category: general
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: syntron
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.3.0

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Details:

replace it by an dynamic bitvector



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File Attachments:


---
Date: Montag 26.07.2010 um 22:24  Name: 0008-remove-tile-tile_known.patch 
Size: 10kB   By: syntron

http://gna.org/patch/download.php?file_id=9588

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[Freeciv-Dev] [patch #1775] [Metaticket] dynamic bitvector

2010-07-26 Thread Matthias Pfafferodt

URL:
  http://gna.org/patch/?1775

 Summary: [Metaticket] dynamic bitvector
 Project: Freeciv
Submitted by: syntron
Submitted on: Montag 26.07.2010 um 22:27
Category: general
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: syntron
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.3.0

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Details:

with the increased number of players and the increased (possible) map size
some memory is unused in the bv_player bitvectors defined for each tile. In
this patch series they are replaced by bitvectors in the player struct. Its
length is given by the number of tiles.

Furthermore, tile:tile_seen and tile:seen_count are merged.




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[Freeciv-Dev] [patch #1775] [Metaticket] dynamic bitvector

2010-07-26 Thread Matthias Pfafferodt

Update of patch #1775 (project freeciv):

  Depends on: = patch #1768


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[Freeciv-Dev] [patch #1775] [Metaticket] dynamic bitvector

2010-07-26 Thread Matthias Pfafferodt

Update of patch #1775 (project freeciv):

  Depends on: = patch #1732


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[Freeciv-Dev] [patch #1732] [Metaticket] increase number of players

2010-07-26 Thread Matthias Pfafferodt

Follow-up Comment #3, patch #1732 (project freeciv):

additional data for the dynamic bitvector patch (it's for mapsize 30):


1 player  30 player 126 player
S2_2  34864K 77008K -
svn17555  37336K 78640K -
svn17568  41644K 83424K221056K
(pointers)38180K 79788K222036K
(dbv) 36488K 78676K221784K


For one player (dbv) uses less memory that trunk before the increase of the
player and map number.

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[Freeciv-Dev] [bug #16300] doesn't compile with --enable-debug

2010-07-26 Thread Jacob Nevins

Follow-up Comment #6, bug #16300 (project freeciv):

This seems to be a FAQ on comp.lang.c... the consensus there seems to be that
casting to (unsigned long), as file #9564 does, is OK for C90 implementations,
since size_t is guaranteed to fit in that. That's not true for C99, but there
you can use the %zu format specifier (which is specifically for size_t).

However, relying on %zu puts us at the mercy of the system's printf. Looking
at this instance I don't think the risk of a cast to unsigned long losing
information is worth worrying about (it's just an unlikely diagnostic
message), so the cast seems like the best (most portable) solution.

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[Freeciv-Dev] [bug #16305] Incorrect sabotage handling for diplomats

2010-07-26 Thread Jacob Nevins

Follow-up Comment #2, bug #16305 (project freeciv):

Well spotted.

I suspect the difference in success probability between Diplomats and Spies
is unintentional. I think it's been there at least since this area was last
substantially modified in r9000, RT#11058
http://bugs.freeciv.org/Ticket/Display.html?id=11058, in 2004. There's no
indication in that ticket that it was an intentional change.

Also, the help for the server option diplchance says Base chance for
diplomats and spies to succeed. And all the other actions using diplchance
don't (obviously) favour the Spy.

On the other hand, the current help for the Spy does say She can perform all
the functions of the Diplomat, but with a higher rate of success. This text
came in in r13997, RT#39541
http://bugs.freeciv.org/Ticket/Display.html?id=39541. No indication in RT
of where that notion came from. (Daniel, if you're listening, do you happen
to remember?)

If this is fixed, I don't think the statement in the help will really be true
any more -- the only way spies have a higher rate of success is that they're
relatively stronger when in contention with other diplomatic units, I think.

Fixing this will make diplomats more effective at sabotaging improvements,
which could affect the balance of the early game. However, we don't seem to
have shrunk from rectifying similar unintentional but long-standing gameplay
issues in the past -- see for instance bug #14181 and bug #16080.

So, on balance, I think we should restore equality for diplomats and spies.

I don't think we should fix S2_2 clients to send B_LAST, as that'll give new
clients on old servers an unfair advantage. We could do so on trunk (but in
general sending foo_LAST over the network is a bit unpleasant -- see for
example bug #15743).

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[Freeciv-Dev] [patch #1732] [Metaticket] increase number of players

2010-07-26 Thread Andreas Rosdal

Follow-up Comment #4, patch #1732 (project freeciv):

Nice work, Matthias. The dynamic bitvector patch has pretty impressive memory
usage now.

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[Freeciv-Dev] [bug #16305] Incorrect sabotage handling for diplomats

2010-07-26 Thread Daniel Markstedt

Follow-up Comment #3, bug #16305 (project freeciv):

I cannot remember a specific decision regarding diplomat vs spy success
rates. Tried to look around a bit but couldn't find any reference.

It is a tricky business though, balancing diplomats/spies. There was a time a
few years ago when they were so powerful that they essentially replaced
military units as the main tool for warfare. Let's come up for a few testcase
scenarios to make sure the proposed changes are somewhat balanced. :)

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[Freeciv-Dev] [bug #16308] Great Wall protects wrong units

2010-07-26 Thread George Koehler

URL:
  http://gna.org/bugs/?16308

 Summary: Great Wall protects wrong units
 Project: Freeciv
Submitted by: kernigh
Submitted on: Tuesday 07/27/2010 at 01:10
Category: rulesets
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.2.1+ r17591
 Discussion Lock: Any
Operating System: *BSD
 Planned Release: 

___

Details:

Let player C have the Great Wall. Help text says, Works as a City Wall in
all your cities. I would expect the Great Wall to protect all units in
cities, where the _cities_ belong to player C. The bug is that the Great Wall
protects all units in cities, where the _units_ belong to player C. (I have
r17591 of S2_2, which has the fix from bug #16080 that actually requires
units to be in cities.)

If player C has alliance with player K, then Great Wall protects whom? Units
of K in cities of C, or units of C in cities of K? I attach
x-great-wall-test.sav.bz2 which shows exactly this problem. (I made this game
with the editing-mode.)

Load x-great-wall-test.sav.bz2 and take player S (Scottish), who is attacking
player C (Chinese) and player K (Korean). Cities marked [C] have three Chinese
defenders; cities marked [K] have three Korean defenders. All units are green
Archers.

* Guangzhou [C] and Shanghai [K] are Chinese cities.
* Wanggomsong [C] and Jolbon [K] are Korean cities with no walls.
* Ungjin [C] and Wandu [K] are Korean cities with City Walls.

Kill all defenders, but never conquer cities. (They might be homecities of
other defenders.) Shanghai [K] and Jolbon[K] are easy to kill; the four other
cities are difficult to kill.

* Guangzhou [C] is a Chinese city with Chinese defenders. Difficult to kill.
Chinese Great Wall protects defenders. No bug.
* Shanghai [K] is a Chinese city with Korean defenders. Easy to kill! Chinese
Great Wall fails to protect Korean defenders in a Chinese city! This is bug.
* Wanggomsong [C] is a Korean city with Chinese defenders. Difficult to kill!
Chinese Great Wall protects Chinese units in a Korean city! This is bug.
* Jolbon [K] is a Korean city with Korean defenders. Easy to kill. No bug.
* Ungjin [C] and Wandu [K] have City Walls. Difficult to kill. No bug.

Chinese Great Wall prevents loss of population in Shanghai [K], but not in
Wanggomsong [C]. This is correct.

I thought that Chinese Great Wall and Korean City Walls might combine to add
protection to Ungjin [C], but this seems not to happen.

These are the current rules in effects.c:


[effect_great_wall]
name= Defend_Bonus
value   = 200
reqs=
{ type, name, range
  Building, Great Wall, Player
  UnitClass, Land, Local
  CityTile, Center, Local
}

[effect_great_wall_0]
name= Defend_Bonus
value   = 200
reqs=
{ type, name, range
  Building, Great Wall, Player
  UnitClass, Helicopter, Local
  CityTile, Center, Local
}


This says to protect all Chinese units in any city (if the attacker is land
or helicopter unit). I would change this to say to protect any unit in all
Chinese cities, if I knew a way.



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File Attachments:


---
Date: Tuesday 07/27/2010 at 01:10  Name: x-great-wall-test.sav.bz2  Size:
10kB   By: kernigh
play as Scottish; attack Chinese and Korean cities
http://gna.org/bugs/download.php?file_id=9590

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