Re: [Freeciv-Dev] (PR#40743) Split chat/message window crash
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. --- 百パーセントは臆病者のだ。 ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#40743) Split chat/message window crash
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. :( --- 朝ご飯はハチミツだけだ。 ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#40705) [Patch] Option for split lower notebook
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. --- シンクロ率が低下しています。 ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#40663) island generator fails for size 2
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. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#15947) 2.1 - Island generator doesn't generate any rivers
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 ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#39340) 2.1.0-beta3 - connected islands
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 ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#38165) Bug in 2.1.0-beta3
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 ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev