Re: [Freeciv-Dev] Moving Longturn patches to Lua

2011-11-15 Thread Michal Mazurek
On Mon, Nov 14, 2011 at 10:09:56AM +0100, Michal Mazurek wrote:
 Can i have other files than the default.lua and script.lua? I want each
 functionality (auth, newcomers) to be in a separate file.

I added dofile(longturn.lua) to script.lua. This is what i got:

1: lua error:
data/longturn/script.lua:56: attempt to call global 'dofile' (a nil 
value)
stack traceback:
data/longturn/script.lua:56: in main chunk
0: data/longturn/script.lua: could not load ruleset script.


Why can't i dofile() in freeciv?

The version is S2_3, I'm yet to apply the svn revisions Matthias said I
should

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Re: [Freeciv-Dev] Moving Longturn patches to Lua

2011-11-15 Thread Michal Mazurek
On Mon, Nov 14, 2011 at 09:40:51PM +0100, Matthias Pfafferodt wrote:
 missed an important thing:
 
 The needed patches are only in S2_4 and trunk; you have to pick svn20274-
 sv20277 and svn20286-svn20296. These patches do not change the network 
 interface. Thus, they should be easily be backported to S2_3.

I have trouble applying those revisions.

This is what i do:
[11:17:ttyp9][dude@hopek:~:3]$ cat /tmp/diff
git svn log -p -r 20274  /tmp/lua/20274
git svn log -p -r 20275  /tmp/lua/20275
git svn log -p -r 20276  /tmp/lua/20276
git svn log -p -r 20277  /tmp/lua/20277
git svn log -p -r 20286  /tmp/lua/20286
git svn log -p -r 20287  /tmp/lua/20287
git svn log -p -r 20288  /tmp/lua/20288
git svn log -p -r 20289  /tmp/lua/20289
git svn log -p -r 20290  /tmp/lua/20290
git svn log -p -r 20291  /tmp/lua/20291
git svn log -p -r 20292  /tmp/lua/20292
git svn log -p -r 20293  /tmp/lua/20293
git svn log -p -r 20294  /tmp/lua/20294
git svn log -p -r 20295  /tmp/lua/20295
git svn log -p -r 20296  /tmp/lua/20296

Run this script after 'git checkout master'
Run 'git checkout S2_3-lua' which is a branch i created from the
remotes/S2_3 branch.
Try to apply the first revision:
[11:18:ttyp6][dude@hopek:~/src/freeciv:65]$ patch -p1  /tmp/lua/20274

Get many errors:
[lots of output]
Hunk #1 failed at 0.
1 out of 1 hunks failed--saving rejects to server/scripting/api_actions.c.rej
Hmm...  The next patch looks like a unified diff to me...
The text leading up to this was:
--
|diff --git a/server/scripting/api_actions.h b/server/scripting/api_actions.h
|deleted file mode 100644
|index 871038a..000
|--- a/server/scripting/api_actions.h
|+++ /dev/null
--
Patching file server/scripting/api_actions.h using Plan A...
Empty context always matches.
Hunk #1 failed at 0.
1 out of 1 hunks failed--saving rejects to server/scripting/api_actions.h.rej
Hmm...  The next patch looks like a unified diff to me...
The text leading up to this was:
--
|diff --git a/server/scripting/api_auth.c b/server/scripting/api_auth.c
|deleted file mode 100644
|index df568f5..000
|--- a/server/scripting/api_auth.c
|+++ /dev/null
--
File to patch: 

I kill it after this, since it waits for some input.

Some chunks succeed, some fail. I use OpenBSD's patch, not GNU patch, if
that matters.

This is `git stat` after trying to apply the first diff:
[11:22:ttyp6][dude@hopek:~/src/freeciv:67]$ git stat
# On branch S2_3-lua
# Changes not staged for commit:
#   (use git add file... to update what will be committed)
#   (use git checkout -- file... to discard changes in working directory)
#
#   modified:   common/Makefile.am
#   modified:   configure.ac
#   modified:   manual/Makefile.am
#   modified:   server/auth.c
#   modified:   server/citytools.c
#   modified:   server/cityturn.c
#   modified:   server/diplhand.c
#
# Untracked files:
#   (use git add file... to include in what will be committed)
#
#   common/scriptcore/
no changes added to commit (use git add and/or git commit -a)

What is curious, is that previous commits are empty:
[11:24:ttyp6][dude@hopek:~/src/freeciv:76]$ git svn log -p -r 20273 

[11:25:ttyp6][dude@hopek:~/src/freeciv:77]$ git svn log -p -r 20272 

r20271 fixes some bug in the client so it is not relevant.


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[Freeciv-Dev] [bug #19001] Client crash when planning goto for immobile unit

2011-11-15 Thread Marko Lindqvist

URL:
  http://gna.org/bugs/?19001

 Summary: Client crash when planning goto for immobile unit
 Project: Freeciv
Submitted by: cazfi
Submitted on: Tue 15 Nov 2011 04:19:19 PM EET
Category: client
Severity: 3 - Normal
Priority: 5 - Normal
  Status: Ready For Test
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 2.2.8, 2.3.1, 2.4.0, 2.5.0

___

Details:

Client divides by zero if one tries to plan goto for unit with move_rate 0.

Fix attached.



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File Attachments:


---
Date: Tue 15 Nov 2011 04:19:19 PM EET  Name: ImmobileFix.diff  Size: 551B  
By: cazfi

http://gna.org/bugs/download.php?file_id=14557

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[Freeciv-Dev] [bug #18922] Server address binding fails

2011-11-15 Thread Marko Lindqvist

Follow-up Comment #12, bug #18922 (project freeciv):

 I've retested things and came to conclusion that it's indeed
 malloc-calloc change that's essential for making things work.

One would assume that *either* of your changes would fix the problem in your
particular case (either zeroing structure beforehand, or copying zeroes there)
and memcpy() change would fix this in general case (when zeroes are not the
correct pattern to fill) 

 On the other hand, doing memcpy with a different length than
 ai_addrlen doesn't seem to make sense - after all, that
 parameter is for this purpose exactly.

Well, one should not memcpy() more than fits to target. Size of the target
should never be smaller than ai_addrlen so this MIN() is just safeguard
against programming errors from corrupting memory. But it has an error, it
should be size of target, not size of pointer to target.

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[Freeciv-Dev] [bug #18776] /remove perhaps faulty

2011-11-15 Thread Michal Mazurek

Follow-up Comment #19, bug #18776 (project freeciv):

The allocated table is not always of constant size:
+verbose+
int lines = player_count()/32 + 1;
---
./player.c:640: int player_count(void)
./player.c:641: {
./player.c:642:   return player_slots.used_slots;
./player.c:643: }
+verbose+

Should this be MAX_NUM_PLAYERS?

This part is really perplexing:
+verbose+
   2782 known[l * MAP_INDEX_SIZE + tile_index(ptile)]
   2783   |= (1u  (p - l * 8));
-verbose-
Suppose there is a player with index 60. p = 60, l = 1. (p - l * 8) = (60 -
8) = 52. 1  52 bits is more than an int can handle.

I added these lines:
+verbose+
   2779 fprintf(stderr, save: size of known: %dn, lines *
MAP_INDEX_SIZE * sizeof(*known));
   2780 fprintf(stderr, save: known index: %dn, l *
MAP_INDEX_SIZE + tile_index(ptile));

---

save: size of known: 336960
save: known index: 86016
Segmentation fault (core dumped)
-verbose-
336960/4 = 84240.

I don't really understand what this code does, especially the SAVE_MAP_CHAR
so I didn't attempt to fix it. Will this code work, if there are two players
with indexes 0 and 125?

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[Freeciv-Dev] [patch #3056] Requirement vector for roads

2011-11-15 Thread Marko Lindqvist

URL:
  http://gna.org/patch/?3056

 Summary: Requirement vector for roads
 Project: Freeciv
Submitted by: cazfi
Submitted on: Tue 15 Nov 2011 04:43:00 PM EET
Category: general
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.5.0

___

Details:

This adds configurable requirement vector for road building replacing most
hardcoded requirements.
Roads can still be completely disabled for certain terrain types in their
definitions, and no road type can be built on river tiles before teh with
Bridge -flag has been researched.
Tech flag Railroad has been retired.



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---
Date: Tue 15 Nov 2011 04:43:01 PM EET  Name: RoadGenReqs.diff  Size: 23kB  
By: cazfi

http://gna.org/patch/download.php?file_id=14558

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[Freeciv-Dev] [patch #3056] Requirement vector for roads

2011-11-15 Thread Marko Lindqvist

Update of patch #3056 (project freeciv):

  Depends on: = patch #3055


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[Freeciv-Dev] [bug #18781] /save - strips everything from dot to eol

2011-11-15 Thread Michal Mazurek

Follow-up Comment #2, bug #18781 (project freeciv):

I don't understand how this helps with security. Is it supposed to prevent
escaping from a save directory?

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[Freeciv-Dev] [bug #18843] The setting 'trading_city' can't be modified after the game has started.

2011-11-15 Thread Michal Mazurek

Follow-up Comment #2, bug #18843 (project freeciv):

I think the admin with access to the console should be able to change
everything that is possible to be changed. I mean Freeciv is open source, a
cheating admin can always change one flag and be able to change trading_city.

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[Freeciv-Dev] [bug #18781] /save - strips everything from dot to eol

2011-11-15 Thread Marko Lindqvist

Follow-up Comment #3, bug #18781 (project freeciv):

 For normal users it is OK if the savegame is saved in the
 standard dirs

I don't think this report has anything to do with directories. It's security
feature that you cannot escape from savedirs, but this seem like everything
after dot is considered part of suffix. It's correct to strip .sav,
.sav.gz, .sav.bz2, or .sav.xz as those are again added by the actual
saving functions, but .necomer should not be stripped.

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Re: [Freeciv-Dev] Moving Longturn patches to Lua

2011-11-15 Thread Matthias Pfafferodt
Am Dienstag, 15. November 2011, 10:59:47 schrieb Michal Mazurek:
 On Mon, Nov 14, 2011 at 10:09:56AM +0100, Michal Mazurek wrote:
  Can i have other files than the default.lua and script.lua? I want each
  functionality (auth, newcomers) to be in a separate file.
 
 I added dofile(longturn.lua) to script.lua. This is what i got:
 
 1: lua error:
   data/longturn/script.lua:56: attempt to call global 'dofile' (a nil 
value)
 stack traceback:
 data/longturn/script.lua:56: in main chunk
 0: data/longturn/script.lua: could not load ruleset script.
 
 
 Why can't i dofile() in freeciv?

The usage of such commands is restricted due to security implications. You can 
not load a lua file! Only default.lua and script.lua are read. Or you have to 
use the command 'lua file ...' (I think it is named luafile in S2_3).

 
 The version is S2_3, I'm yet to apply the svn revisions Matthias said I
 should

This will not help for the problem you describe above as the handling of these 
functions did not change.

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[Freeciv-Dev] [patch #3043] Comparisons trait_end() - != trait_end()

2011-11-15 Thread Marko Lindqvist

Update of patch #3043 (project freeciv):

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


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Re: [Freeciv-Dev] Moving Longturn patches to Lua

2011-11-15 Thread Michal Mazurek
On Tue, Nov 15, 2011 at 06:27:31PM +0100, Matthias Pfafferodt wrote:
 Am Dienstag, 15. November 2011, 10:59:47 schrieb Michal Mazurek:
  On Mon, Nov 14, 2011 at 10:09:56AM +0100, Michal Mazurek wrote:
   Can i have other files than the default.lua and script.lua? I want each
   functionality (auth, newcomers) to be in a separate file.
  
  I added dofile(longturn.lua) to script.lua. This is what i got:
  
  1: lua error:
  data/longturn/script.lua:56: attempt to call global 'dofile' (a nil 
 value)
  stack traceback:
  data/longturn/script.lua:56: in main chunk
  0: data/longturn/script.lua: could not load ruleset script.
  
  
  Why can't i dofile() in freeciv?
 
 The usage of such commands is restricted due to security implications. You 
 can 
 not load a lua file! Only default.lua and script.lua are read. Or you have to 
 use the command 'lua file ...' (I think it is named luafile in S2_3).

In S2_3 there is only lua that executes a line of lua code. There is no
functionality to load a file, I'll try to backport it to my repo
tomorrow.


Frankly, I dont understand how that helps with security. If you are the
administrator you can do anything anyway, so why restrict yourself?
Could you please provide a scenario when dofile can lead to something
nasty?

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Re: [Freeciv-Dev] Moving Longturn patches to Lua

2011-11-15 Thread Matthias Pfafferodt
   Why can't i dofile() in freeciv?
  
  The usage of such commands is restricted due to security implications.
  You can not load a lua file! Only default.lua and script.lua are read.
  Or you have to use the command 'lua file ...' (I think it is named
  luafile in S2_3).
 
 In S2_3 there is only lua that executes a line of lua code. There is no
 functionality to load a file, I'll try to backport it to my repo
 tomorrow.
 
 
 Frankly, I dont understand how that helps with security. If you are the
 administrator you can do anything anyway, so why restrict yourself?
 Could you please provide a scenario when dofile can lead to something
 nasty?

This restriction is a long time thing for freeciv. This prevents bad script 
from doing nasty things, or do you check all scripts you run (new rulesets, 
etc)? Also, not everybody who runs a server is an admin and knows what can 
happen if there is something hidden in a script file.

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Re: [Freeciv-Dev] Moving Longturn patches to Lua

2011-11-15 Thread Matthias Pfafferodt
Am Dienstag, 15. November 2011, 11:26:49 schrieb Michal Mazurek:
 On Mon, Nov 14, 2011 at 09:40:51PM +0100, Matthias Pfafferodt wrote:
  missed an important thing:
  
  The needed patches are only in S2_4 and trunk; you have to pick svn20274-
  sv20277 and svn20286-svn20296. These patches do not change the network
  interface. Thus, they should be easily be backported to S2_3.
 
 I have trouble applying those revisions.
 
 This is what i do:
 [11:17:ttyp9][dude@hopek:~:3]$ cat /tmp/diff
 git svn log -p -r 20274  /tmp/lua/20274
 git svn log -p -r 20275  /tmp/lua/20275
 git svn log -p -r 20276  /tmp/lua/20276
 git svn log -p -r 20277  /tmp/lua/20277
 git svn log -p -r 20286  /tmp/lua/20286
 git svn log -p -r 20287  /tmp/lua/20287
 git svn log -p -r 20288  /tmp/lua/20288
 git svn log -p -r 20289  /tmp/lua/20289
 git svn log -p -r 20290  /tmp/lua/20290
 git svn log -p -r 20291  /tmp/lua/20291
 git svn log -p -r 20292  /tmp/lua/20292
 git svn log -p -r 20293  /tmp/lua/20293
 git svn log -p -r 20294  /tmp/lua/20294
 git svn log -p -r 20295  /tmp/lua/20295
 git svn log -p -r 20296  /tmp/lua/20296
 
 Run this script after 'git checkout master'
 Run 'git checkout S2_3-lua' which is a branch i created from the
 remotes/S2_3 branch.
 Try to apply the first revision:
 [11:18:ttyp6][dude@hopek:~/src/freeciv:65]$ patch -p1  /tmp/lua/20274
 
 Get many errors:
 [lots of output]
 Hunk #1 failed at 0.
 1 out of 1 hunks failed--saving rejects to

Yes; I did a check and due to the changes in trunk these patches do not apply 
anymore. I will try to create a patch set which can be used on top of the 
longturn branch. I will use the lt.diff from 29. October as a starting point.

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Re: [Freeciv-Dev] Moving Longturn patches to Lua

2011-11-15 Thread Michal Mazurek
On Tue, Nov 15, 2011 at 07:11:10PM +0100, Matthias Pfafferodt wrote:
  In S2_3 there is only lua that executes a line of lua code. There is no
  functionality to load a file, I'll try to backport it to my repo
  tomorrow.
  
  
  Frankly, I dont understand how that helps with security. If you are the
  administrator you can do anything anyway, so why restrict yourself?
  Could you please provide a scenario when dofile can lead to something
  nasty?
 
 This restriction is a long time thing for freeciv. This prevents bad script 
 from doing nasty things, or do you check all scripts you run (new rulesets, 
 etc)? Also, not everybody who runs a server is an admin and knows what can 
 happen if there is something hidden in a script file.

I still don't get it. Where does the included nasty code come from in
the first place? Or differently: why do you assume script.lua is ok,
while something that's included is not? From what I understand, this
restriction is so that a ruleset I download from dubious sources does
not, from it's script.lua, run a file i already have on my filesystem,
that's nasty. Even though it could just contain it, instead of dofileing
it in the first place. dofile in lua is just like #include in c. I
really see no harm in allowing it.

-- 
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Re: [Freeciv-Dev] Moving Longturn patches to Lua

2011-11-15 Thread Marko Lindqvist
On 15 November 2011 21:52, Michal Mazurek akf...@jasminek.net wrote:
  a ruleset I download from dubious sources does
 not, from it's script.lua, run a file i already have on my filesystem,
 that's nasty. Even though it could just contain it,

 You consider all files already in your system something that everyone
should be allowed to read/use? It could hardly contain something that
its author does not know contents of.
Not that I can come up with any real attack scenario offhand, but
better to be safe than sorry.


 - ML

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Re: [Freeciv-Dev] Moving Longturn patches to Lua

2011-11-15 Thread Marko Lindqvist
On 15 November 2011 22:48, Matthias Pfafferodt
matthias.pfaffer...@mapfa.de wrote:

 If you plan to continue to support S2_3, I think it would be easier to rebase
 all longturn patches to S2_4 and do one patch which changes the network
 protocol to be compatible to S2_3.

 ...

 I attached a file with the diff between S2_3 and S2_4 for packets.def. Most of
 the work to be done is to remove S2_4 features. The hardest part is the
 transmission of the veteran ruleset definitions (IMHO).

 Please note that there's more to network compatibility than
packets.def changes.  While it lists all the packet fields there is in
the network protocol, legal ranges of those values can change outside
it, and even meaning of any single value (for example when value is
removed from the middle of enum) can change.


 - ML

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[Freeciv-Dev] [patch #3049] gui_interface.[ch]

2011-11-15 Thread Marko Lindqvist

Update of patch #3049 (project freeciv):

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


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Re: [Freeciv-Dev] Moving Longturn patches to Lua

2011-11-15 Thread Michal Mazurek
On Tue, Nov 15, 2011 at 10:11:58PM +0200, Marko Lindqvist wrote:
 On 15 November 2011 21:52, Michal Mazurek akf...@jasminek.net wrote:
   a ruleset I download from dubious sources does
  not, from it's script.lua, run a file i already have on my filesystem,
  that's nasty. Even though it could just contain it,
 
  You consider all files already in your system something that everyone
 should be allowed to read/use? It could hardly contain something that
 its author does not know contents of.
 Not that I can come up with any real attack scenario offhand, but
 better to be safe than sorry.

Can there at least be a GNU-style flag like --allow-lua-dofile?

-- 
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[Freeciv-Dev] [bug #18776] /remove perhaps faulty

2011-11-15 Thread Matthias Pfafferodt

Follow-up Comment #20, bug #18776 (project freeciv):

Thanks for the analyses! Could you test the attached patch? It does not use
player_count() but a new function player_slot_max_used_number() which returns
the highest used player slot index. Thus, there should be enough memory be
allocated.

(file #14560)
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[Freeciv-Dev] Optimizing /save (I failed)

2011-11-15 Thread Michal Mazurek
My sparc64 502mhz is taking 4 minutes now to /save a game. I tried poor
mans optimization and inlined a couple of functions. I tested it on a
8x3400mhz intel i7. The test .serv was loading the game, and saving it
10 times. I managed to only go down to 11.76 from 13.56 seconds, that's
not very much. Most of the time is spent doing real stuff, so i guess
500mhz is not adequate to run games with max map. About 5 seconds of
that time is just starting the server and loading the map.

The function tile_index is called 495681563 times, I cant see how this
can be cut down.

sg_save_player_vision is called 370 times and takes most time, 12%. But
it seems to be doing real stuff, also hard to cut down. And even if it
is cut down, it's still only 12%.

A decent computer saves the game rather fast, so I just guess my
computer is just too old to run longturn games.


However, I think that inlining functions like:
int player_slot_count(void)
{
  return (MAX_NUM_PLAYER_SLOTS);
}
would actually not only be faster, but also take less space.


-- 
Michal Mazurek

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[Freeciv-Dev] [bug #19004] Messages generated at LOG_NORMAL when using optional network capabilities

2011-11-15 Thread Jacob Nevins

URL:
  http://gna.org/bugs/?19004

 Summary: Messages generated at LOG_NORMAL when using
optional network capabilities
 Project: Freeciv
Submitted by: jtn
Submitted on: Wed Nov 16 01:06:17 2011
Category: general
Severity: 2 - Minor
Priority: 5 - Normal
  Status: In Progress
 Assigned to: jtn
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: Any
 Planned Release: 2.3.1,2.4.0,2.5.0

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Details:

Discovered in bug #18687:

Patch #1404 (accidentally?) turned on logging of packet variants. This uses
log_test(), which boils down to log_normal(). So when an optional network
capability is brought into use (as in bug #18687), both client and server
start chatting about it.

Variant logging seems like a useful thing to have by default. The attached
patch makes it use the same log level as other packet logging (log_packet()
= log_verbose()).




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[Freeciv-Dev] [bug #19004] Messages generated at LOG_NORMAL when using optional network capabilities

2011-11-15 Thread Jacob Nevins

Update of bug #19004 (project freeciv):

  Status: In Progress = Ready For Test 
 Release: = 2.3.0  

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Additional Item Attachment:

File name: trunk-S2_4-S2_3-chatty-variant.diff Size:0 KB


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[Freeciv-Dev] [bug #18687] Server timeouts 60 hours do not cause client update

2011-11-15 Thread Jacob Nevins

Follow-up Comment #10, bug #18687 (project freeciv):

(Chattiness raised separately as bug #19004.)

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[Freeciv-Dev] [bug #18993] Bug in swiss.ruleset?

2011-11-15 Thread Jacob Nevins

Follow-up Comment #1, bug #18993 (project freeciv):

The flag name in the nation ruleset corresponds to a name in
data/misc/{flags,flags-large}.spec, not the flag filename (the mapping to real
filenames is in the flags spec files).

So I don't think this is a bug. (Plus, I checked and the Swiss flag is being
displayed OK.)

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