[Freeciv-Dev] [task #7814] S2_6 datafile format freeze

2015-08-29 Thread Marko Lindqvist
Update of task #7814 (project freeciv):

  Depends on: = patch #6286


___

Reply to this item at:

  http://gna.org/task/?7814

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #19033] Add a LUA 'tick' event

2015-08-29 Thread Marko Lindqvist
Update of bug #19033 (project freeciv):

 Planned Release:2.6.0, 3.0.0 = 3.0.0  


___

Reply to this item at:

  http://gna.org/bugs/?19033

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [patch #6286] Lua pulse

2015-08-29 Thread Marko Lindqvist
Update of patch #6286 (project freeciv):

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


___

Reply to this item at:

  http://gna.org/patch/?6286

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #23828] [extraui] not saved

2015-08-29 Thread Marko Lindqvist
Update of bug #23828 (project freeciv):

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


___

Reply to this item at:

  http://gna.org/bugs/?23828

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #23825] Last AI phase of the game not finalized

2015-08-29 Thread Marko Lindqvist
Update of bug #23825 (project freeciv):

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


___

Reply to this item at:

  http://gna.org/bugs/?23825

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #23835] City names with special characters are not accepted as valid

2015-08-29 Thread Andreas Røsdal
URL:
  http://gna.org/bugs/?23835

 Summary: City names with special characters are not accepted
as valid
 Project: Freeciv
Submitted by: andreasr
Submitted on: Sat 29 Aug 2015 09:26:42 PM UTC
Category: freeciv-web
Severity: 4 - Important
Priority: 5 - Normal
  Status: None
 Assigned to: sveinung
Originator Email: 
 Open/Closed: Open
 Release: trunk
 Discussion Lock: Any
Operating System: GNU/Linux
 Planned Release: 

___

Details:

In the most recent version of Freeciv-web, city names with special characters,
eg single-quote ', are not accepted as valid. This is related to patch #6296.

For example, start a new game as the Guarani nation, and try to build a new
city. You will then get a suggested city name as 'Akã'. Using this suggested
city name will give an error message: Akã is not a valid name. Only ASCII or
ruleset names are allowed for cities.

The real city name is Akã'ai from guarani.ruleset file. 




___

Reply to this item at:

  http://gna.org/bugs/?23835

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [patch #6306] Replace 'this' with 'current' in CLIP()

2015-08-29 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?6306

 Summary: Replace 'this' with 'current' in CLIP()
 Project: Freeciv
Submitted by: cazfi
Submitted on: Sun 30 Aug 2015 12:34:54 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: 2.5.2, 2.6.0, 3.0.0

___

Details:

'this' is an reserved word in C++. Avoid using it in shared.h CLIP() macro by
replacing it with 'current'.



___

File Attachments:


---
Date: Sun 30 Aug 2015 12:34:54 AM EEST  Name: CLIPCurrent.patch  Size: 665B  
By: cazfi

http://gna.org/patch/download.php?file_id=25019

___

Reply to this item at:

  http://gna.org/patch/?6306

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #23836] TRUNK autogames not reproducible

2015-08-29 Thread Marko Lindqvist
URL:
  http://gna.org/bugs/?23836

 Summary: TRUNK autogames not reproducible
 Project: Freeciv
Submitted by: cazfi
Submitted on: Sun 30 Aug 2015 01:56:15 AM EEST
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: 

___

Details:

It seems that autogames are not reproducible in TRUNK at the moment.




___

Reply to this item at:

  http://gna.org/bugs/?23836

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [patch #6303] tile_move_cost_ptrs(): Reorder road type iterating loops

2015-08-29 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?6303

 Summary: tile_move_cost_ptrs(): Reorder road type iterating
loops
 Project: Freeciv
Submitted by: cazfi
Submitted on: Sat 29 Aug 2015 09:41:26 PM 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: 2.6.0, 3.0.0

___

Details:

The movement cost reduction by integrating roads has outer loop to iterate
roads on source tile, and inner loop to iterate roads integrating to them in
destination tile.
The rule is that the movement cost effect is determined by the destination
road when moving between integrating road types.
Current outer loop checking source tile road doesn't know the movement cost
before the inner loop has been used to check it for all the destination roads
integrating with it.
Attached patch reorders the loops so that the outer loop is about the
destination tile roads. It knows the movement cost for a road from the
beginning, as the integrating source tile roads from the inner loop do not
affect that. That's used to skip inner loop completely in cases movement cost
would be too high.

Testing this patch will include regular autogame testing to make sure behavior
does not change, and profiling those runs to make sure the performance impact
is to expected direction.

(I think we can later shave a bit by having integrating roads list as extras
list so that the conversion is not made back and forth. This is one of the
performance critical functions, so every instruction counts)




___

File Attachments:


---
Date: Sat 29 Aug 2015 09:41:26 PM EEST  Name: DestRoadcheckFirst.patch  Size:
3kB   By: cazfi

http://gna.org/patch/download.php?file_id=25015

___

Reply to this item at:

  http://gna.org/patch/?6303

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [patch #6305] base_native_pos_to_tile(): Avoid double wrapping checks

2015-08-29 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?6305

 Summary: base_native_pos_to_tile(): Avoid double wrapping
checks
 Project: Freeciv
Submitted by: cazfi
Submitted on: Sun 30 Aug 2015 12:03:54 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: 2.5.2, 2.6.0, 3.0.0

___

Details:

base_native_pos_to_tile() is second-most time consuming function (9.35% on
S2_6 in test before this patch) for the server, so tiny performance
improvement there helps a lot.

As it currently is in the svn, it does checking that the tile is real before
doing anything else. To do that it needs to do same map wrapping checks it
later does for handling those wrapping directions correctly.
Attached patch refactors function so that it checks wrapping for each
direction only once and does related reality check and wrapping handling
inside that block.
In typical cases where the tile *is* real, this cuts the second wrapping check
for each direction. The only case where this refactoring results in worse
performance is when the X coordinate is valid but Y coordinate is not. With
the new code X coordinate related handling gets done before checking Y
coordinate.

With this patch base_native_pos_to_tile() timeshare went down to 8.65%, using
the same autogame as above.




___

File Attachments:


---
Date: Sun 30 Aug 2015 12:03:54 AM EEST  Name: PostotileWrapChecksOnce.patch 
Size: 1kB   By: cazfi

http://gna.org/patch/download.php?file_id=25018

___

Reply to this item at:

  http://gna.org/patch/?6305

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [patch #6304] extra_base_get() extra_road_get() as macros

2015-08-29 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?6304

 Summary: extra_base_get()  extra_road_get() as macros
 Project: Freeciv
Submitted by: cazfi
Submitted on: Sat 29 Aug 2015 11:46:41 PM 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: 2.6.0, 3.0.0

___

Details:

Turning these trivial getters to macros to cut function call overhead (+
possible optimizations by the compiler once they are part of the calling
function) is a bit of a no-brainer:
- Their calls are significant factor to server performance (on my latest test
run they made up 1.24% and 1.00% - 2.24% of the execution time)
- It takes more machine code to make a C-function call than having these
functions embedded - executable size goes down a bit (not significant, but
nobody can complain that it's going up by this change)



___

File Attachments:


---
Date: Sat 29 Aug 2015 11:46:41 PM EEST  Name: ExtraXxxxGetMacros.patch  Size:
2kB   By: cazfi

http://gna.org/patch/download.php?file_id=25016

___

Reply to this item at:

  http://gna.org/patch/?6304

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [patch #6303] tile_move_cost_ptrs(): Reorder road type iterating loops

2015-08-29 Thread Marko Lindqvist
Update of patch #6303 (project freeciv):

  Status:  Ready For Test = In Progress


___

Reply to this item at:

  http://gna.org/patch/?6303

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [patch #6299] Remove string16 support functions from sdl2-client

2015-08-29 Thread Marko Lindqvist
Update of patch #6299 (project freeciv):

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


___

Reply to this item at:

  http://gna.org/patch/?6299

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #23835] City names with special characters are not accepted as valid

2015-08-29 Thread Sveinung Kvilhaugsvik
Follow-up Comment #1, bug #23835 (project freeciv):

It was impossible to found cities with non ruleset names with special
characters before patch #6296 too. The existence of
freeciv/patches/city-naming-change.patch may indicate that this was
unintentional.

The problem for the ruleset defined name was that the suggested city name was
added in an unescaped form to a JavaScript generated HTML string. The
apostrophe in the city name would then be understood as quote over by the
browser executing the HTML code. There is a risk that this issue is wide
spread. This particular instance was fixed in
6d584ee7ffa8497a078238ef6048d015d7291f53

___

Reply to this item at:

  http://gna.org/bugs/?23835

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #23765] History Report space high player count

2015-08-29 Thread Marko Lindqvist
Update of bug #23765 (project freeciv):

  Status:None = Ready For Test 

___

Follow-up Comment #1:

Fix.

S2_5 uses optional network capability.

(file #25020, file #25021, file #25022)
___

Additional Item Attachment:

File name: SplitHistory.patch Size:5 KB
File name: SplitHistory-S2_6.patchSize:5 KB
File name: SplitHistory-S2_5.patchSize:6 KB


___

Reply to this item at:

  http://gna.org/bugs/?23765

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #22710] Turn demographics statistics refreshed on save+load

2015-08-29 Thread Marko Lindqvist
Update of bug #22710 (project freeciv):

Category:None = general
 Planned Release: = 2.6.0, 3.0.0   

___

Follow-up Comment #1:

Fixing this will require saving correct demographics to the savegame.

___

Reply to this item at:

  http://gna.org/bugs/?22710

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [patch #6307] Remove code discouraging AI from building more attackers

2015-08-29 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?6307

 Summary: Remove code discouraging AI from building more
attackers
 Project: Freeciv
Submitted by: cazfi
Submitted on: Sun 30 Aug 2015 03:22:18 AM EEST
Category: ai
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.6.0, 3.0.0

___

Details:

As the comment says:

/* FIXME: The problem with ai.bcost is that bigger it is, less is
 * our desire to go help other units.  Now suppose we need five
 * cavalries to take over a city, we have four (which is not
 * enough), then we will be severely discouraged to build the
 * fifth one.  Where is logic in this??!?! --GB */

This patch to remove the code block in question has been in my local games
patch set for almost a year, and it has not made AI worse...





___

File Attachments:


---
Date: Sun 30 Aug 2015 03:22:18 AM EEST  Name: AttackDiscouragementRm.patch 
Size: 1kB   By: cazfi

http://gna.org/patch/download.php?file_id=25023

___

Reply to this item at:

  http://gna.org/patch/?6307

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #23836] TRUNK autogames not reproducible

2015-08-29 Thread Marko Lindqvist
Update of bug #23836 (project freeciv):

Category:None = general
  Status:None = In Progress
 Planned Release: = 2.6.0, 3.0.0   

___

Follow-up Comment #1:

The reason to different savegame md5sum is the saved turn change time value.

___

Reply to this item at:

  http://gna.org/bugs/?23836

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #23837] documentation talks about mine_sprite in 2.6

2015-08-29 Thread Sveinung Kvilhaugsvik
URL:
  http://gna.org/bugs/?23837

 Summary: documentation talks about mine_sprite in 2.6
 Project: Freeciv
Submitted by: sveinung
Submitted on: Sun 30 Aug 2015 12:37:37 AM UTC
Category: docs
Severity: 3 - Normal
Priority: 5 - Normal
  Status: Ready For Test
 Assigned to: sveinung
Originator Email: 
 Open/Closed: Open
 Release: TRUNK, 2.6
 Discussion Lock: Any
Operating System: Any
 Planned Release: 3.0.0, 2.6.0

___

Details:





___

File Attachments:


---
Date: Sun 30 Aug 2015 12:37:37 AM UTC  Name:
doc-mine_sprite-support-is-gone-from-2.6.patch  Size: 977B   By: sveinung

http://gna.org/bugs/download.php?file_id=25026

___

Reply to this item at:

  http://gna.org/bugs/?23837

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [patch #6308] alio: add alien terrain and resource graphics

2015-08-29 Thread Sveinung Kvilhaugsvik
URL:
  http://gna.org/patch/?6308

 Summary: alio: add alien terrain and resource graphics
 Project: Freeciv
Submitted by: sveinung
Submitted on: Sun 30 Aug 2015 12:36:22 AM UTC
Category: art
Priority: 5 - Normal
  Status: In Progress
 Privacy: Public
 Assigned to: sveinung
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 3.0.0, 2.6.0

___

Details:

Graphics for the alien ruleset specific terrain types radiating rocks and
alien forest. Graphics for the alien specific resources thermal vent, glowing
rocks, huge plant and alien mine.

Graphics by GriffonSpade. Based on graphics from other artists.
Spec file by me. Based on GriffonSpade's AmplioHexBigXU.

PS! I'm not experienced with tileset spec files. The patches seems to be
working. I think I understand what they do.

PSS! GriffonSpade: Could you please comment on what artists should be
credited?



___

File Attachments:


---
Date: Sun 30 Aug 2015 12:36:22 AM UTC  Name:
3.0-alio-add-alien-terrain-and-resource-graphics.patch  Size: 43kB   By:
sveinung

http://gna.org/patch/download.php?file_id=25024
---
Date: Sun 30 Aug 2015 12:36:22 AM UTC  Name:
2.6-alio-add-alien-terrain-and-resource-graphics.patch  Size: 43kB   By:
sveinung

http://gna.org/patch/download.php?file_id=25025

___

Reply to this item at:

  http://gna.org/patch/?6308

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [patch #6308] alio: add alien terrain and resource graphics

2015-08-29 Thread Sveinung Kvilhaugsvik
Follow-up Comment #1, patch #6308 (project freeciv):

Apply by doing: git am --keep-cr 

(is Windows formatting of tileset files a bug?)

___

Reply to this item at:

  http://gna.org/patch/?6308

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev