Re: [Freeciv-Dev] (PR#40743) Split chat/message window crash

2009-03-13 Thread Brendon Oram

URL: http://bugs.freeciv.org/Ticket/Display.html?id=40743 

Couldn't crash it anymore, used to do it 95% of the time (was using
amplio and yellow freeciv theme too).

Thanks for fixing it. I hope it wouldn't be too much to ask, but can
you test the turn done blinking again with your new gtk ?
http://forum.freeciv.org/viewtopic.php?p=23136#23136

On Fri, Mar 13, 2009 at 4:09 PM, Madeline Book madeline.b...@gmail.com wrote:

 URL: http://bugs.freeciv.org/Ticket/Display.html?id=40743 

 [book - Wed Mar 11 23:46:54 2009]:

  [bjo...@gmail.com - Sat Mar 07 04:50:45 2009]:
 
  If no one else can reproduce it, it must be something wrong with my
  GTK (Turn done button doesn't blink).
 
  Ubuntu 8.10
  checking for GTK+ - version = 2.4.0... yes (version 2.14.4)

 I have confirmed the crash with gtk+-2.14.7. Investigating...

 The attached patch contains a somewhat hackish
 workaround for what would appear to be a bug
 caused by the omission of a NULL pointer check
 in the internal gtknotebook code (since gtk
 version 2.10):

 http://bugzilla.gnome.org/show_bug.cgi?id=477454

 As far as I can tell my patch avoids the crash,
 though I am not 100% certain since I could only
 reproduce the original segfault sometimes (for
 some reason it would help to use amplio and the
 freeciv widget theme). I did try to make it crash
 more than 100 times though, so I am pretty certain
 that with the patch applied it should no longer
 occur. Please test under your configuration to
 see if this fixes the issue.



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Re: [Freeciv-Dev] (PR#40743) Split chat/message window crash

2009-03-06 Thread Brendon Oram

URL: http://bugs.freeciv.org/Ticket/Display.html?id=40743 

If no one else can reproduce it, it must be something wrong with my
GTK (Turn done button doesn't blink).

Ubuntu 8.10
checking for GTK+ - version = 2.4.0... yes (version 2.14.4)

(gdb) bt full
#0  0xb7dd83e0 in gtk_notebook_button_release (widget=0xb5c3ae0,
event=0xe2d14f8) at /build/buildd/gtk+2.0-2.14.4/gtk/gtknotebook.c:2825
page = (GtkNotebookPage *) 0x0
#1  0xb7db9036 in _gtk_marshal_BOOLEAN__BOXED (closure=0x9af6ac8,
return_value=0xbfc5f550, n_param_values=2, param_values=0xc761940,
invocation_hint=0xbfc5f53c, marshal_data=0xb7dd8390)
at /build/buildd/gtk+2.0-2.14.4/gtk/gtkmarshalers.c:84
data1 = (gpointer) 0xb5c3ae0
data2 = value optimized out
v_return = value optimized out
__PRETTY_FUNCTION__ = _gtk_marshal_BOOLEAN__BOXED
#2  0xb79633c9 in ?? () from /usr/lib/libgobject-2.0.so.0
No symbol table info available.
#3  0xb7964c4b in g_closure_invoke () from /usr/lib/libgobject-2.0.so.0
No symbol table info available.
#4  0xb797ad3d in ?? () from /usr/lib/libgobject-2.0.so.0
No symbol table info available.
#5  0xb797c62b in g_signal_emit_valist () from /usr/lib/libgobject-2.0.so.0
No symbol table info available.
#6  0xb797cc26 in g_signal_emit () from /usr/lib/libgobject-2.0.so.0
No symbol table info available.
#7  0xb7ece33e in gtk_widget_event_internal (widget=0xb5c3ae0, event=0xe2d14f8)
at /build/buildd/gtk+2.0-2.14.4/gtk/gtkwidget.c:4745
signal_num = value optimized out
return_val = 0
#8  0xb7db1b4c in IA__gtk_propagate_event (widget=0xb5c3ae0, event=0xe2d14f8)
at /build/buildd/gtk+2.0-2.14.4/gtk/gtkmain.c:2391
tmp = (GtkWidget *) 0xc737440
handled_event = 237835512
__PRETTY_FUNCTION__ = IA__gtk_propagate_event
#9  0xb7db2ef7 in IA__gtk_main_do_event (event=0xe2d14f8)
at /build/buildd/gtk+2.0-2.14.4/gtk/gtkmain.c:1596
event_widget = (GtkWidget *) 0xb5c3ae0
grab_widget = (GtkWidget *) 0xb5c3ae0
window_group = (GtkWindowGroup *) 0xc737440
rewritten_event = (GdkEvent *) 0x0
tmp_list = value optimized out
__PRETTY_FUNCTION__ = IA__gtk_main_do_event
#10 0xb7c4950a in gdk_event_dispatch (source=0x9af2b60, callback=0,
user_data=0x0) at /build/buildd/gtk+2.0-2.14.4/gdk/x11/gdkevents-x11.c:2365
display = value optimized out
event = value optimized out
#11 0xb78d76f8 in g_main_context_dispatch () from /usr/lib/libglib-2.0.so.0
No symbol table info available.
#12 0xb78dada3 in ?? () from /usr/lib/libglib-2.0.so.0
No symbol table info available.
#13 0xb78db2c2 in g_main_loop_run () from /usr/lib/libglib-2.0.so.0
No symbol table info available.
#14 0xb7db33a9 in IA__gtk_main ()
at /build/buildd/gtk+2.0-2.14.4/gtk/gtkmain.c:1200
tmp_list = (GList *) 0xbfc5fc74
functions = (GList *) 0x0
init = (GtkInitFunction *) 0x9af4358
loop = (GMainLoop *) 0xc757298
#15 0x0812663f in ui_main (argc=1, argv=0xbfc5fc74) at gui_main.c:1603
home = value optimized out
sig = value optimized out
style = value optimized out
#16 0x0805a32b in main (argc=162499072, argv=0xbfc5fc74) at civclient.c:404
i = 1
loglevel = 2
ui_options = value optimized out
ui_separator = 197
option = 0xbfc5f9e8 d��\235�004��C+\200�\200�O\037Z\001?
user_tileset = 191


On Sat, Mar 7, 2009 at 10:52 AM, Madeline Book madeline.b...@gmail.com wrote:

 URL: http://bugs.freeciv.org/Ticket/Display.html?id=40743 

 [bjo...@gmail.com - Fri Mar 06 04:30:41 2009]:

 I keep getting segfaults when I double click on the [Messages X] title
 tab to separate it, with dual/split chat and messages enabled.

 The separate window pops up then whole thing dies.

 Program received signal SIGSEGV, Segmentation fault.
 [Switching to Thread 0xb6e559b0 (LWP 15070)]
 0xb7caf3e0 in gtk_notebook_button_release (widget=0xad58ae0,
 event=0xc2c8f40)
     at /build/buildd/gtk+2.0-2.14.4/gtk/gtknotebook.c:2825
 2825    /build/buildd/gtk+2.0-2.14.4/gtk/gtknotebook.c: No such file
 or directory.
         in /build/buildd/gtk+2.0-2.14.4/gtk/gtknotebook.c

 Unfortunately I cannot figure out the cause of the
 crash from just that much backtrace information.
 Try the steps listed in the following link for a
 longer backtrace:

 http://freeciv.wikia.com/wiki/Bug_Reporting

 Furthermore, I cannot make the program crash trying
 out the behaviour you mentioned. Perhaps something
 has changed in newer gtk versions (I have 2.10.13
 installed), so if a full backtrace does not reveal
 the cause, I suppose I will have to upgrade gtk. :(


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Re: [Freeciv-Dev] (PR#40705) [Patch] Option for split lower notebook

2009-03-05 Thread Brendon Oram

URL: http://bugs.freeciv.org/Ticket/Display.html?id=40705 

I keep getting segfaults when I double click on the [Messages X] title
tab to separate it, with dual/split chat and messages enabled.

The separate window pops up then whole thing dies.

Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread 0xb6e559b0 (LWP 15070)]
0xb7caf3e0 in gtk_notebook_button_release (widget=0xad58ae0, event=0xc2c8f40)
at /build/buildd/gtk+2.0-2.14.4/gtk/gtknotebook.c:2825
2825/build/buildd/gtk+2.0-2.14.4/gtk/gtknotebook.c: No such file
or directory.
in /build/buildd/gtk+2.0-2.14.4/gtk/gtknotebook.c


2009/2/18 Madeline Book madeline.b...@gmail.com:

 URL: http://bugs.freeciv.org/Ticket/Display.html?id=40705 

 [book - Wed Feb 04 07:00:22 2009]:

 Patch implements an option to have the lower notebook split into
 two notebooks so that the chat tab and the message tab are both
 visible at the same time. If enabled the message tab is hard-
 coded to appear in the right notebook.

 Updated to recent S2_1 and trunk.


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Re: [Freeciv-Dev] (PR#40663) island generator fails for size 2

2009-01-16 Thread Brendon Oram

URL: http://bugs.freeciv.org/Ticket/Display.html?id=40663 

It's been like that for as long as I can remember, the code that does
it checks the size x and size y of the map (if you go over ~80%
landmass it reverts too).
Think it was because it had trouble placing all the islands in such a
small space on a high land percentage.
When I removed the check a few months ago when I was trying to set up
a server it had no trouble with 35% landmass and size 2.

If you play topology 3 (wraps NS and EW) it makes islands on size 2.

IMO there should be 2 settings for size:
1. Number of starting tiles per player.
2. Number of extra land tiles per player.

(add the two together) X number of players X ocean percentage
multipler = total map tiles
Then figure out approximate map size in X and Y and generate.

That way you can have more control over the layout, tiny little
islands ( 6 cities) to start with with large landmasses in between to
fight over. Or no extra land mass besides what you start with.

On continent generator the starting tiles is the minimum the landmass
has to be to support 1 player, x2 for 2 players etc.

It would also scale easier for lots of players, right down to 2.

Hopefully someone will make some well balanced maps for duels  3 or 4
players once the terrain editor is complete.
I'm sure they'll be annoyed that they're restricted to 1000, 2000,
3000 tiles when creating them though without hacking the source
code...

~Brendon
On Fri, Jan 16, 2009 at 8:03 PM, Brandon J. Van Every
bvanev...@gmail.com wrote:

 URL: http://bugs.freeciv.org/Ticket/Display.html?id=40663 

 In Freeciv 2.1.8 on Vista in single player mode, the island generator
 does not work with a map size of 2.  It simply switches to the fractal
 generator without warning.
 1) start the civclient.exe
 2) select Start New Game
 3) type /set generator 3.  (the island generator)
 4) type /set size 2
 5) select Start
 6) type /show generator.  It will read:
  /show: generator   2 (1,3)  Method used to generate map
  Visual inspection will also show that the island generator hasn't been used.



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Re: [Freeciv-Dev] (PR#15947) 2.1 - Island generator doesn't generate any rivers

2008-12-14 Thread Brendon Oram

URL: http://bugs.freeciv.org/Ticket/Display.html?id=15947 

On Sun, Dec 14, 2008 at 7:09 PM, Madeline Book madeline.b...@gmail.com wrote:

 - What is the point of the variable 'k'? And what exactly
  does the 'i == k' test mean?

Makes sure the code puts a river mouth at the first suitable location
it finds, and ignores the 1% 'coast' chance of making a new river
mouth.
Rename k to firstriver(+mouth?) or stick the above comment in somewhere I guess.

 - Why do you multiply failsafe by 5?

My checks for placing river tiles and mouths are a lot more stringent
than the previous code (and increased the amount by 75%) so the
failsafe kept running out before it had placed all the river tiles.
I'd say it was intended to stop infinite loops on small thin islands
rather than stop the code before it was finished.

 - What is the point of 'myrand(100)  coast', since 'coast'
  is always equal to 1 hence the expression only ever has
  a 1% chance of being true.

It's the probability of making a new river mouth, it's set that low so
it'll keep extending the rivers it already has instead of making lots
of little single tile rivers every time it randomly chooses a coastal
tile.

 I'm not sure that adding a hard-coded 75% increase is
 the best solution. Anyway it is fine for now; it would
 not be hard at all to implement a 'rivers' setting that
 controls the amount of rivers the generator places. I'll
 submit this in another ticket after this one.

A percentage from 0 - 500% would be best. Some players don't like any
rivers and think they just get in the way before bridges.

 I tried a hex topology and the hex2t tileset with gen3,
 rivers were generated alright. Perhaps the bug causing
 whatever you found wrong before has since been fixed.

I think the problem is I was using topology 13 with it, never realized
you needed a different tileset for flat and isometric topologies.

~Brendon



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Re: [Freeciv-Dev] (PR#39340) 2.1.0-beta3 - connected islands

2007-04-15 Thread Brendon Oram

URL: http://bugs.freeciv.org/Ticket/Display.html?id=39340 

I found a solution for this last report
http://rt.freeciv.org/Ticket/Display.html?id=17435

Rivers still need fixing in the island generator too
http://rt.freeciv.org/Ticket/Display.html?id=15947

~~Yautja

On 4/14/07, Jason Short [EMAIL PROTECTED] wrote:

 URL: http://bugs.freeciv.org/Ticket/Display.html?id=39340 

 Send us one or more rc files (particularly mapseed but also number of
 players) to reproduce it.

 Delving into the mapgen code is a very tricky business however.

 -jason



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Re: [Freeciv-Dev] (PR#38165) Bug in 2.1.0-beta3

2007-03-15 Thread Brendon Oram

URL: http://bugs.freeciv.org/Ticket/Display.html?id=38165 

Reported it 2 years ago, don't think anything came of it...
http://bugs.freeciv.org/Ticket/Display.html?id=12677

Spies getting executed has been broken since 1.14. No one has noticed
until it created this bug, may as well just get rid of it (or just go
with executing veteran spies like I suggested, as there is no way to
tell if they're foul or not).

ps. Thanks for implementing some of my other diplomats.c suggestions
tacked on the end of that ticket Per :P.

~~Yautja

On 3/16/07, Per I. Mathisen [EMAIL PROTECTED] wrote:

 URL: http://bugs.freeciv.org/Ticket/Display.html?id=38165 

 On Wed, 14 Mar 2007, [EMAIL PROTECTED] wrote:
  I found a bug in the 2.1.0-beta3: spies are always executed when trying
  to establish an embassy, even if they haven't been in any contact with
  the enemy.
 
  I quickly checked the source code, and it would seem to me that the
  problem is actually that the spies are always created with the foul
  status:
 
  In server/cityturn.c, line 1212 units are created with 0 moves left,
  which in turn is interpreted as already moved in server/unittools.c
  line 1339, where spies are flagged as foul.
 
  In the stable version the units are created with -1 moves left, so there
  it works as intended. However, as somebody has obviously intentionally
  changed the moves_left argument from -1 to 0 for the beta version,
  changing it back might break something that I'm not aware of. This is
  why I didn't submit a patch but just a bug report.

 This is the change:

 [EMAIL PROTECTED] freeciv]$ svn log -r 9884
 
 r9884 | jdorje | 2005-02-23 04:34:06 +0100 (Wed, 23 Feb 2005) | 9 lines

 Introduce an alternating-movement mode for freeciv.  In this mode (off by
 default for now), each player moves in sequence rather than all
 simultaneously.  Actions other than unit movement may be done during at
 any time.

 Feature request by many in PR#576.  Patch by me.  Thanks to Thomas Strub
 for advice on end-of-turn actions.  Thanks to canophone and gilles for
 playtesting.

 [EMAIL PROTECTED] freeciv]$ svn diff -r 9883:9884 server/cityturn.c|more
 Index: server/cityturn.c
 ===
 --- server/cityturn.c   (revision 9883)
 +++ server/cityturn.c   (revision 9884)
 @@ -1083,7 +1083,7 @@

   (void) create_unit(pplayer, pcity-tile, pcity-currently_building,
 do_make_unit_veteran(pcity, 
 pcity-currently_building),
 -  pcity-id, -1);
 +  pcity-id, 0);

   /* After we created the unit remove the citizen. This will also
  rearrange the worker to take into account the extra resources
 @@ -1418,7 +1418,7 @@

 (void) create_unit(pplayer, ptile, pcity-currently_building,
   do_make_unit_veteran(pcity, pcity-currently_building),
 -pcity-id, -1);
 +pcity-id, 0);

 /* Shift all the units supported by pcity (including the new unit)
  * to rcity.  transfer_city_units does not make sure no units are

 I am not sure what changing it back would do to alternating movement mode.
 Jason?

- Per



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