[Freeciv-Dev] [patch #2908] FC_CANVAS_INIT

2013-03-23 Thread Jacob Nevins
Update of patch #2908 (project freeciv):

 Planned Release:   2.5.0 = 2.4.0,2.5.0


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[Freeciv-Dev] [patch #3382] simplify buttons based on stock images

2013-03-23 Thread Jacob Nevins
Update of patch #3382 (project freeciv):

 Planned Release:   2.5.0 = 2.4.0,2.5.0


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[Freeciv-Dev] [patch #3348] move unit popups in citydlg slightly

2013-03-23 Thread Jacob Nevins
Update of patch #3348 (project freeciv):

 Planned Release: = 2.4.0,2.5.0


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[Freeciv-Dev] [patch #3543] Switch from GdkColor to GdkRGBA

2013-03-23 Thread Jacob Nevins
Update of patch #3543 (project freeciv):

 Planned Release:   2.5.0 = 2.4.0,2.5.0


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[Freeciv-Dev] [patch #3564] Use grids in helpdlg (patch 28/60)

2013-03-23 Thread Jacob Nevins
Update of patch #3564 (project freeciv):

 Planned Release:   2.5.0 = 2.4.0,2.5.0


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[Freeciv-Dev] [patch #3561] Use grids for supported/present units (patch 27/60)

2013-03-23 Thread Jacob Nevins
Update of patch #3561 (project freeciv):

 Planned Release:   2.5.0 = 2.4.0,2.5.0


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[Freeciv-Dev] [patch #3565] Use grids in citydlg overview page (patch 29/60)

2013-03-23 Thread Jacob Nevins
Update of patch #3565 (project freeciv):

 Planned Release:   2.5.0 = 2.4.0,2.5.0


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[Freeciv-Dev] [patch #3566] Use grids for worklists (patch 31/60)

2013-03-23 Thread Jacob Nevins
Update of patch #3566 (project freeciv):

 Planned Release:   2.5.0 = 2.4.0,2.5.0


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

2013-03-23 Thread Jacob Nevins
Update of patch #3469 (project freeciv):

 Planned Release:   2.5.0 = 2.4.0,2.5.0

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Follow-up Comment #139:

No-one screamed...

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[Freeciv-Dev] [bug #19989] client assertion unit_list_size(ptile-units) failed

2013-03-23 Thread Jacob Nevins
Update of bug #19989 (project freeciv):

 Planned Release: = 2.5.0  

___

Follow-up Comment #2:

Still reproducible with latest trunk (r22533) -- hit Turn Done, and the
relevant Warriors (id 220) will take over Trondheim.
Seems to be to do with the Warriors entering the city -- the assertion is
asserting that when a tile becomes fogged, at that point it has no units on it
(and the Warriors have indeed just moved off it to take the city, which is why
the tile has become fogged).

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[Freeciv-Dev] [bug #16079] Update docs to reflect file name changes

2013-03-23 Thread Marko Lindqvist
Update of bug #16079 (project freeciv):

  Status: In Progress = Fixed  
 Assigned to:None = cazfi  
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [bug #20541] in auto_arrange_workers() [cityturn.c::397]: assertion 'city_size_get(pcity) - spe == sum' failed

2013-03-23 Thread Jacob Nevins
Update of bug #20541 (project freeciv):

  Status:None = Ready For Test 
 Assigned to:None = jtn
 Planned Release: = 2.5.0  

___

Follow-up Comment #2:

The problem is that the nationality happiness calculation added in patch #3628
does not preserve the number of citizens in cases of extreme unhappiness.
On the turn after this savegame (file #17282), pirates take over Westminster;
if you then look at its Happiness tab in the client, you can see that from
Nationality onwards, there are more citizens shown than there really are in
the city.
This can also been seen with Linz in file #17386 (immediately on load -- it
has recently been taken over).

The accounting in citizen_happiness_nationality() seems incomplete. Attached
patch copies the logic from citizen_happy_units(): First make content =
unhappy, then happy = unhappy, then happy = content.
It also has the same property of not creating angry citizens (notwithstanding
the comment /* FIXME: Why not? - Per */).

Is that the behaviour we want for nationality?

(file #17524)
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Additional Item Attachment:

File name: trunk-nationality-unhappiness-accounting.patch Size:1 KB


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[Freeciv-Dev] [patch #3793] [metaticket] Help updates for 2.5.0

2013-03-23 Thread Jacob Nevins
URL:
  http://gna.org/patch/?3793

 Summary: [metaticket] Help updates for 2.5.0
 Project: Freeciv
Submitted by: jtn
Submitted on: Sat Mar 23 17:55:46 2013
Category: docs
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.5.0

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Details:

Metaticket for updating documentation for new features relative to 2.4.x, etc.




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[Freeciv-Dev] [patch #3794] Help needs updating for nationality-related happiness

2013-03-23 Thread Jacob Nevins
URL:
  http://gna.org/patch/?3794

 Summary: Help needs updating for nationality-related
happiness
 Project: Freeciv
Submitted by: jtn
Submitted on: Sat Mar 23 17:58:21 2013
Category: docs
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.5.0

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Details:

Post patch #3628 / patch #3684, the online help needs updating to mention the
possibility of this effect, and what you can do about it (i.e. where it is in
the order of happiness effects).




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[Freeciv-Dev] [patch #3793] [metaticket] Help updates for 2.5.0

2013-03-23 Thread Jacob Nevins
Update of patch #3793 (project freeciv):

  Depends on: = patch #3794


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[Freeciv-Dev] Threads

2013-03-23 Thread Jacob Nevins
I haven't really been closely following the introduction of threads and
concurrency into Freeciv, although I've been dimly aware that it's
happening.

However, it seems likely that there are some basics that I (and every
other developer) ought to know, such as functions and data structures in
common code that need to be kept thread-safe.

Any clues? Does doc/HACKING need an update for this?

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Re: [Freeciv-Dev] Threads

2013-03-23 Thread Marko Lindqvist
On 23 March 2013 21:02, Jacob Nevins
0jacobnk.fc...@chiark.greenend.org.uk wrote:
 I haven't really been closely following the introduction of threads and
 concurrency into Freeciv, although I've been dimly aware that it's
 happening.

 Slowly, but unreliably.

 However, it seems likely that there are some basics that I (and every
 other developer) ought to know, such as functions and data structures in
 common code that need to be kept thread-safe.

 That's quite a moving target. At the moment almost nothing in game
logic is thread safe. The only shared resource between metaserver
thread and other threads is logging, which is protected by mutex. The
little functionality that threaded AI currently has in separete thread
is quite a hack at the moment, relying on the fact that map
information is never deleted mid-game (it may change unexpectedly
throwing AI a bit off, but that should be rare and not very serious
problem)

 Any clues? Does doc/HACKING need an update for this?

 Or CodingStyle? To mention that one should at least strive for thread-safety.


 - ML

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[Freeciv-Dev] [patch #3715] Threaded AI cities generating Worker task requests

2013-03-23 Thread Jacob Nevins
Follow-up Comment #4, patch #3715 (project freeciv):

Unfortunately this is giving warnings for me (GCC 4.4.3-4ubuntu5.1 on Ubuntu
10.04):


taicity.c: In function ‘tai_city_worker_requests_create’:
taicity.c:56: error: ‘task.tgt.type’ may be used uninitialized in this
function
taicity.c:56: error: ‘task.act’ may be used uninitialized in this
function


It seems clear that these are to me untrue, but I'm not sure how to persuade
the compiler of that. Attached patch has the obvious workaround.

(file #17525)
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Additional Item Attachment:

File name: trunk-taicity-worker-task-init.patch Size:0 KB


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[Freeciv-Dev] [bug #19989] client assertion unit_list_size(ptile-units) failed

2013-03-23 Thread Marko Lindqvist
Follow-up Comment #3, bug #19989 (project freeciv):

Yes, unit_move() calls unit_move_consequences(), which eventually handles city
changing hands and old owner losing vision, before
send_unit_info_to_onlookers() to update client knowledge about unit location.

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Re: [Freeciv-Dev] Threads

2013-03-23 Thread Jacob Nevins
Marko Lindqvist writes:
  That's quite a moving target. At the moment almost nothing in game
 logic is thread safe. The only shared resource between metaserver
 thread and other threads is logging, which is protected by mutex. The
 little functionality that threaded AI currently has in separete thread
 is quite a hack at the moment, relying on the fact that map
 information is never deleted mid-game (it may change unexpectedly
 throwing AI a bit off, but that should be rare and not very serious
 problem)

Ah right. Sounds a bit early to worry about yet.

  Or CodingStyle? To mention that one should at least strive for thread-safety.

It does already contain such an exhortation (almost in those words), but
without more specifics I'm slightly at a loss as to how to put it into
practice, beyond basic re-entrancy.

| - Strive to make your code re-entrant (thread/recursion safe), as long as
|   this does not make the implementation too cumbersome or involved.

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[Freeciv-Dev] [bug #19989] client assertion unit_list_size(ptile-units) failed

2013-03-23 Thread Marko Lindqvist
Follow-up Comment #4, bug #19989 (project freeciv):

Comments above send_unit_info_to_onlookers() make it clear that it should be
called before unit_move_consequences() but the regardless the order of the
calls was schanged in r20388, patch #2547

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[Freeciv-Dev] [bug #19989] client assertion unit_list_size(ptile-units) failed

2013-03-23 Thread Marko Lindqvist
Update of bug #19989 (project freeciv):

 Planned Release:   2.5.0 = 2.4.0, 2.5.0   

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Follow-up Comment #5:

Faulty commit was made to trunk only, but just before S2_4 branching.

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[Freeciv-Dev] [bug #20495] punit-activity_count overflow

2013-03-23 Thread Jacob Nevins
Follow-up Comment #3, bug #20495 (project freeciv):

The patch attached seems like a fine thing to apply.
The consequences of the bug for ACTIVITY_SENTRY seem entirely harmless: the
client uses activity_count to display how many turns are left on an activity,
but of course not for ACTIVITY_SENTRY. So I think we get away with it.

 However, what should be done when loading savegames with such 
 huge activity counts?
The obvious thing would be to apply the same check as in
update_unit_activity() and zero incoming activity_count for activities where
it makes no sense.
However, that means duplicating logic. We could just put in a special case for
ACTIVITY_SENTRY, to quell these warnings from the network code.

 It also affects Engineers when doing long job (e.g. 
 transforming swamp to ocean in default ruleset) in all 
 branches.
...because of ACTIVITY_FACTOR=10 * transform_time=36: total required activity
will be 360 points, easily overflowing the uint8. Oh dear.

The consequence is that the time left displayed in the client will suddenly
increase, but the transformation will complete on schedule. Verified in
testing: a single Engineer transforming to ocean apparently jumps from 6 turns
left to 18 turns left.
I guess most people won't see this because they'll use gangs of Engineers for
such a project, and no individual unit will accrue enough points to trigger an
overflow.

The obvious solution is to increase these fields to a uint16 (using an
optional capability on stable branches). I don't think this should lead to a
large increase in network traffic, as I think delta compression means that the
extra octet will only be transmitted once a turn, or whenever a unit changes
activity?

(I briefly toyed with not scaling by ACTIVITY_FACTOR over the network, but I
don't think that works.)

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[Freeciv-Dev] [bug #20641] punit-activity_count incremented needlessly for sentried units

2013-03-23 Thread Jacob Nevins
URL:
  http://gna.org/bugs/?20641

 Summary: punit-activity_count incremented needlessly for
sentried units
 Project: Freeciv
Submitted by: jtn
Submitted on: Sat Mar 23 22:20:34 2013
Category: None
Severity: 2 - Minor
Priority: 5 - Normal
  Status: In Progress
 Assigned to: jtn
Originator Email: 
 Open/Closed: Open
 Release: 2.3.4,2.4.0-beta1
 Discussion Lock: Any
Operating System: Any
 Planned Release: 2.3.5,2.4.0,2.5.0

___

Details:

Split out from bug #20495:

Since r5333 http://svn.gna.org/viewcvs/freeciv?view=revisionrevision=5333,
activity_count has been incremented for units doing ACTIVITY_SENTRY, even
though it's not used and shouldn't be. This leads to really huge
activity_counts.

On trunk, patch #3688 combined with the limited range of the activity_count
field on the network makes this really obvious. However, it's not actually
causing a bug, as the client only uses activity_count for certain activities,
not including ACTIVITY_SENTRY.




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[Freeciv-Dev] [bug #20495] punit-activity_count overflow

2013-03-23 Thread Jacob Nevins
Update of bug #20495 (project freeciv):

  Status:   Need Info = In Progress
 Assigned to:None = jtn
 Release: = 2.3.4,2.4.0-beta1  
Operating System:None = Any
 Planned Release: = 2.3.5,2.4.0,2.5.0  

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Follow-up Comment #4:

I've split out the (cosmetic) sentry issue to bug #20641 (even though it was
the original issue of this ticket), and kept this one for dealing with the
overflow.

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[Freeciv-Dev] [bug #20641] punit-activity_count incremented needlessly for sentried units

2013-03-23 Thread Jacob Nevins
Update of bug #20641 (project freeciv):

  Status: In Progress = Ready For Test 

___

Follow-up Comment #1:

In addition to pepeto's patch (file #17263), this one zeroes activity_count in
savefiles for ACTIVITY_SENTRY.

(file #17526, file #17527)
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Additional Item Attachment:

File name: trunk-update-unit-activity-sentry-bis.patch Size:2 KB
File name: S2_4-S2_3-update-unit-activity-sentry-bis.patch Size:2 KB


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[Freeciv-Dev] [bug #20495] punit-activity_count overflow

2013-03-23 Thread Jacob Nevins
Update of bug #20495 (project freeciv):

  Status: In Progress = Ready For Test 

___

Follow-up Comment #5:

Attached patches for all branches which increase the size of the network field
to UINT16.

The trunk version adds additional checks to ruleset loading to ensure
activities defined in rulesets don't go over the (now expanded) limit.

(file #17528, file #17529, file #17530)
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Additional Item Attachment:

File name: trunk-activity-count-range.patch Size:8 KB
File name: S2_4-activity-count-range.patch Size:3 KB
File name: S2_3-activity-count-range.patch Size:4 KB


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[Freeciv-Dev] [patch #3787] Disable river specials

2013-03-23 Thread Marko Lindqvist
Update of patch #3787 (project freeciv):

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


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[Freeciv-Dev] [patch #3795] Remove river special related definitions from rulesets

2013-03-23 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?3795

 Summary: Remove river special related definitions from
rulesets
 Project: Freeciv
Submitted by: cazfi
Submitted on: Sun 24 Mar 2013 07:45:34 AM EET
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:

Remove special ruleset fields for old rivers as specials.




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File Attachments:


---
Date: Sun 24 Mar 2013 07:45:34 AM EET  Name: SpecialRiverRSRm.patch  Size:
20kB   By: cazfi

http://gna.org/patch/download.php?file_id=17531

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