[Freeciv-Dev] [bug #14036] Game gets into infinite loop after last city taken by enemy

2009-10-05 Thread pepeto

Update of bug #14036 (project freeciv):

  Status:None = Fixed  
 Open/Closed:Open = Closed 


___

Reply to this item at:

  http://gna.org/bugs/?14036

___
  Message posté via/par Gna!
  http://gna.org/


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


[Freeciv-Dev] [bug #14036] Game gets into infinite loop after last city taken by enemy

2009-10-01 Thread pepeto

Follow-up Comment #3, bug #14036 (project freeciv):

This patch ends the game if all humans (but at least one, to keep the AI
games working) are dead.


(file #6850, file #6851)
___

Additional Item Attachment:

File name: trunk_S2_2_human_death.diffSize:0 KB
File name: S2_1_human_death.diff  Size:0 KB


___

Reply to this item at:

  http://gna.org/bugs/?14036

___
  Message posté via/par Gna!
  http://gna.org/


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


[Freeciv-Dev] [bug #14036] Game gets into infinite loop after last city taken by enemy

2009-10-01 Thread pepeto

Follow-up Comment #5, bug #14036 (project freeciv):

 What happeens if there is two human players, and one of them
 dies while another one is temporarily /away?

Of course, it would also end the game.  From my experience, /away is not used
to play for you, because it spoils your game too much.  When /away is issued,
the user usually don't come back.

Maybe a better approach would be to set a timeout automatically (30 seconds
e.g.) when the last current human player dies (then allow people to
reconnect, and also to take over the AIs).

Moreover, I think setting a maximal number of packets the client can handle
at once could be good.  It would makes a break, and allow the user to issue
gui commands.


___

Reply to this item at:

  http://gna.org/bugs/?14036

___
  Message posté via/par Gna!
  http://gna.org/


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


[Freeciv-Dev] [bug #14036] Game gets into infinite loop after last city taken by enemy

2009-08-12 Thread Hendrik Maryns

Follow-up Comment #2, bug #14036 (project freeciv):

Seems a reasonable description.  Although I did see ships moving around and
taking a city etc., so the client does respond, though not on user input. 
Not sure how this relates to the year.  Is it supposed to even change?
Single player game, so yes I was last human.

___

Reply to this item at:

  http://gna.org/bugs/?14036

___
  Nachricht geschickt von/durch Gna!
  http://gna.org/


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


[Freeciv-Dev] [bug #14036] Game gets into infinite loop after last city taken by enemy

2009-08-06 Thread Hendrik Maryns

URL:
  http://gna.org/bugs/?14036

 Summary: Game gets into infinite loop after last city taken
by enemy
 Project: Freeciv
Submitted by: hamaryns
Submitted on: Donnerstag 30.07.2009 um 11:35
Category: None
Severity: 4 - Important
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 
Operating System: None

___

Details:

If an enemy takes your last city (normally you’d break off before that,
right, since you see it is hopeless), the last turn never comes to an end and
the game becomes unresponsive.  You see the other AI players going on (the
year stays the same, but they evolve quite fast beyond it, funnily), but you
cannot do anything.




___

Reply to this item at:

  http://gna.org/bugs/?14036

___
  Nachricht geschickt von/durch Gna!
  http://gna.org/


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