[Freeciv-Dev] [patch #3346] Ranklog: add player's score to log -- rank even if game ends for /endturn

2012-08-02 Thread David Lowe
Follow-up Comment #11, patch #3346 (project freeciv):

Oops, i hadn't considered that.  I guess things should stay as in comment #8.

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[Freeciv-Dev] [patch #3356] --enable-crosser

2012-08-02 Thread Marko Lindqvist
Update of patch #3356 (project freeciv):

  Status:Done = Ready For Test 
 Open/Closed:  Closed = Open   
 Planned Release:   2.5.0 = 2.4.0, 2.5.0   

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Follow-up Comment #2:

This should go to S2_4 too, to simplify crosser build installation
instructions, if not other reason, - when both branches have same
instructions, you don't need to figure out which instructions applies to your
case.

This has also the benefit of making freeciv-modpack usable on crosser based
builds.

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[Freeciv-Dev] Need help starting a server

2012-08-02 Thread Nickalaus Ewing
Hello, I've been trying for a couple days now to start my own server so my 
friends and I can play together, but I'm stumped as to what to do. Let me do a 
play by play for you and tell me what I did wrong.

Last night, I first start up the server, the command prompt pops up and it 
loads the default ruleset and the default 5 A.I. players.
I followed the instructions on the wiki and type in metaserver up (without 
quotes), and I can see it on the metaserver webpage, and in the game. 

So far so good. Then whenever my friends and I try to connect to it, we get 
this error operation completed successfully, but none of us are in the lobby. 
Wtf?
Ok then, let's see if they're connected. list connections. No connections.
Oook then? start. the game says that at least one human player need to be 
connected.
Let's try this then set minplayers 0 followed by start
The game starts up, yet everyone is still on the server browser.
end. The game ends, and the A.I. are taken back to the lobby, while everyone 
who tried to connect gets game has ended or something like that.
Then this morning, I tried it again. We can't find it on the metaserver 
anymore, I can only see it on the LAN, and I can't even connect to it. It gives 
me failed lookup host

I don't have a firewall blocking it, my AV is not the problem (running COMODO, 
wish I had the money for Norton though), but I can't open the ports if that's 
what it takes (and from what I've read, I don't think you need to open the 
ports to host).

So what am I doing wrong? Is there a way that I can fix this?

In any case, I love the game. Keep and the awesome work, and thank you for your 
time.

Nickalaus Ewing, A.K.A. Sgt_V3n0m
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Re: [Freeciv-Dev] Need help starting a server

2012-08-02 Thread Marko Lindqvist
On 2 August 2012 21:23, Nickalaus Ewing nickalausew...@yahoo.com wrote:
 Hello, I've been trying for a couple days now to start my own server so my
 friends and I can play together, but I'm stumped as to what to do. Let me do
 a play by play for you and tell me what I did wrong.

 Last night, I first start up the server, the command prompt pops up and it
 loads the default ruleset and the default 5 A.I. players.
 I followed the instructions on the wiki and type in metaserver up (without
 quotes), and I can see it on the metaserver webpage, and in the game.

 Command metaserver sets metaserver address to connect to (in case
you want to use alternative and not default metaserver)
 Connection status is controlled by command metaconnection:
 help metaconnection
Command: metaconnection  -  Control metaserver connection.
Synopsis: metaconnection u|up
  metaconnection d|down
  metaconnection ?
Level: admin
Description:
  'metaconnection ?' reports on the status of the connection to
  metaserver. 'metaconnection down' or 'metac d' brings the metaserver
  connection down. 'metaconnection up' or 'metac u' brings the
  metaserver connection up.


 If you really saw your game in metaserver web page, it was probably
just not cleaned yet, but that metaserver up has caused you to
abandon it. (Did you use commandline parameter -m when launching
server? That's same as writing metaconnection up immediately when
server starts)


 Then whenever my friends and I try to connect to it, we get
 this error operation completed successfully, but none of us are in the
 lobby. Wtf?

 I don't think it says anything if connection truly success. So the
existence of operation completed successfully indicates that there
was something went wrong (and presumably then some freeciv bug caused
it to lose the real error message and say success instead)


 - ML

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Re: [Freeciv-Dev] Need help starting a server

2012-08-02 Thread Marko Lindqvist
 Oh, btw. you don't need to publicly report to metaserver to play with
friends. Metaserver exist to help players (servers and clients) to
find each others, but if you already know the server (address and
port) you are going to play on, you can connect your client directly
to it.


 - ML

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[Freeciv-Dev] [patch #3469] Get rid of most deprecated warning

2012-08-02 Thread RafałMużyło
Follow-up Comment #5, patch #3469 (project freeciv):

So, step 2 will regard the simple part of gdk_window_get_pointer

- in chatline .c, one call was doing nothing, the other was connected to a
signal that seems to have been redundant (AFAICT, things work correctly
without handling that signal)
- one of the calls in mapctrl.c was made in a callback to an event where the
pointer device wasn't really important (the little testing I've done suggest
things work just like there use to with this change)

Now, I've got a little problem:
city_activated_callback (cityrep.c) and impr_callback (citydlg.c) - AFAICT,
these two, while *seem* to be working, are actually incorrect both in gtk3 and
gtk2; the problem is that, unless I'm missing something, they check for Ctrl
being pressed *during* the callback, not when the event takes place; while in
most cases, human reaction time will make it a non issue, it won't make it
correct

Still left are those three functions in mapctrl.c - the plan for
overlay_workers_at_city is unchanged atm., other two are a bit more
complicated (want to made a significant change, but not break common client
code in the process).

(file #16284)
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[Freeciv-Dev] [patch #3469] Get rid of most deprecated warning

2012-08-02 Thread Marko Lindqvist
Follow-up Comment #6, patch #3469 (project freeciv):

Remember to keep bug fixes and cleanup and feature development separate. First
one should go to S2_4 too, last one only to TRUNK, and middle one usually to
TRUNK only except when being requirement for later bugfix.

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[Freeciv-Dev] [bug #20014] References to metaserver.phtml

2012-08-02 Thread Jacob Nevins
Update of bug #20014 (project freeciv):

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

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Follow-up Comment #6:

 It seems that new installations done even after magic value was 
 introduced have got explicit URL to their config. 
This became bug #20015.

The idea of translating existing standard URLs back to default hasn't got
its own ticket.

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[Freeciv-Dev] [patch #3470] Document use of --with-followtag in README.packaging

2012-08-02 Thread Jacob Nevins
Update of patch #3470 (project freeciv):

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


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[Freeciv-Dev] [patch #3466] Include direct.h to shared.c for _mkdir() for Windows builds

2012-08-02 Thread Marko Lindqvist
Update of patch #3466 (project freeciv):

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


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[Freeciv-Dev] [patch #3467] README.rulesets: Do not claim already lifted limitations to exist

2012-08-02 Thread Marko Lindqvist
Update of patch #3467 (project freeciv):

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


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[Freeciv-Dev] [bug #20019] Incorrect command synopses for metaserver related server commands

2012-08-02 Thread Marko Lindqvist
Follow-up Comment #1, bug #20019 (project freeciv):

I find metapatch command a bit out of place. It's not like running server
binary would suddenly get patched so that user has to inform metaserver about
the change. If you are patching freeciv anyway, nothing prevents you from
patching hardcoded patches line too. As such, this command seems meaningful
for mischief only.

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[Freeciv-Dev] [bug #20019] Incorrect command synopses for metaserver related server commands

2012-08-02 Thread Jacob Nevins
Update of bug #20019 (project freeciv):

  Status: In Progress = Ready For Test 

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File name: S2_3-meta-cmds-synopses.patch  Size:1 KB


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[Freeciv-Dev] [bug #20019] Incorrect command synopses for metaserver related server commands

2012-08-02 Thread Jacob Nevins
Follow-up Comment #2, bug #20019 (project freeciv):

Hm. Could it refer to patching of ruleset data or similar?
One for another ticket, anyway.

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Re: [Freeciv-Dev] Need help starting a server

2012-08-02 Thread Jacob Nevins
Nickalaus Ewing writes:
 Last night, I first start up the server, the command prompt pops up
 and it loads the default ruleset and the default 5 A.I. players.
  [...]
 So far so good. Then whenever my friends and I try to connect to it,
 we get this error operation completed successfully, but none of us
 are in the lobby. Wtf?
  [...]
 I don't have a firewall blocking it, my AV is not the problem
 (running COMODO, wish I had the money for Norton though), but I
 can't open the ports if that's what it takes (and from what I've
 read, I don't think you need to open the ports to host).

I don't recognise the symptom, but are you trying to host a server on a
home Internet connection? Is it possible that NAT is involved (for
instance if you have a combined modem/router)?

For a machine to host a server, a listening TCP port on that machine
must be accessible by other players (i.e. from the Internet in your
case). For a typical home connection, it would be necessary to set up
port forwarding on the router for this to work.

Unfortunately Freeciv doesn't yet do enough to diagnose this situation;
currently it's entirely possible to advertise a server that no-one can
connect to.

I recently updated the FAQ to touch on this, although it's still thin
on advice about what to do in this situation.
http://freeciv.wikia.com/wiki/FAQ#How_do_I_play_multiplayer.3F

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[Freeciv-Dev] [patch #3478] Salt water filling freshwater lake when connected

2012-08-02 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?3478

 Summary: Salt water filling freshwater lake when connected
 Project: Freeciv
Submitted by: cazfi
Submitted on: Fri 03 Aug 2012 04:51:30 AM EEST
Category: general
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.5.0

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Details:

When land tile between ocean and lake gets transformed to ocean, ocean fills
lake.



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File Attachments:


---
Date: Fri 03 Aug 2012 04:51:30 AM EEST  Name: SaltwaterFill.patch  Size: 1kB  
By: cazfi

http://gna.org/patch/download.php?file_id=16287

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[Freeciv-Dev] [patch #3394] Specenum user flag names

2012-08-02 Thread Marko Lindqvist
Update of patch #3394 (project freeciv):

Category:None = general
  Status:None = Ready For Test 
 Planned Release: = 2.5.0  

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Follow-up Comment #1:

Attached patch adds some specenum side support for this.

 I think we can only define user flags (with no hardcoded
 meaning) as:
 #define SPECENUM_VALUE5 FLAG_USER1
 #define SPECENUM_VALUE5NAME User1
 #define SPECENUM_VALUE6 FLAG_USER2
 #define SPECENUM_VALUE6NAME User2

Giving VALUExNAME is not necessary. 

 and then either accept that user flags are named User1,
 User2... or to use manually written flag name access
 functions instead of automatically generated xxx_name() 
 xxx_by_name().

User flag name access function must be written separately, but with this patch
access API stays as it is. This is big win in consistency between those
specenums that use user flags and those that don't - no need to remember
what's the right calling convention for each separate type. Instead of being
parallel to specenum xxx_name() and xxx_by_name() functions, manually written
function is called from those automatically generated functions. It's also
enough to handle just user flags in that function, by returning NULL for other
flags it gives responsibility back to automatically generated function.

This call to callback function foo_name_cb(enum type) is added if macro
SPECENUM_NAMEOVERRIDE is defined.

(file #16288)
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