Update of bug #16429 (project freeciv):
Status: Ready For Test = Fixed
Assigned to:None = cazfi
Open/Closed:Open = Closed
Follow-up Comment #25, bug #16429 (project freeciv):
Not sure if this patch could explain my original symptom (comment #0).
The unit involved (Engineers id=4105) definitely changed hands with its city
(Muza id=501), from the Himyarites to a new Arab player (who I'm assuming is
the result of a
Follow-up Comment #26, bug #16429 (project freeciv):
There were suggestions that tech loss could be implicated, but
we have plenty of occurrences where that can't be the case.
Note that due to bug #19487 the fact that ruleset has not enabled tech_upkeep
is not alone proving that tech loss is
Follow-up Comment #23, bug #16429 (project freeciv):
I've got another reproducible case, and it's not about tech loss (this time).
I run with several patches applied. While I don't think those patches
contribute to the patch, it's probably reproducible from my autogame without
those patches.
So
Update of bug #16429 (project freeciv):
Status: Confirmed = Ready For Test
Planned Release:2.3.0, 2.4.0 = 2.2.8, 2.3.2, 2.4.0,
2.5.0
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Follow-up Comment #24:
As reports
Follow-up Comment #22, bug #16429 (project freeciv):
I haven't tried reproducing this from that recipe, but I still don't think
tech loss can be the only cause of this symptom; see comment #8, and more
recently comment #19 where the experimental ruleset is not in use.
I suggest you raise the
Follow-up Comment #21, bug #16429 (project freeciv):
Ok, this bug is really alive. I suspect it is related to the possibility of
tech loss (tech upkeep; techlost) as it happens only for the experimental
ruleset. (for reference trunk - svn20226).
To reproduce do an autogame with the following
Follow-up Comment #20, bug #16429 (project freeciv):
I had a go at reproducing it from that autogame and couldn't :(
I tried both the stated r19809 and the head of S2_3 (r19897). The final
savegame (fantasy-T0668-Y02243-auto.sav) was identical in both cases, but no
messages like those in comment
Update of bug #16429 (project freeciv):
Status:None = Confirmed
Planned Release: 2.3.0 = 2.3.0, 2.4.0
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Follow-up Comment #19:
Reproduced in S2_3
Follow-up Comment #18, bug #16429 (project freeciv):
OK; I do not remember the freeciv version used in comment #14. Furthermore,
as this is a sanity check, it is only activated in development and beta
builds. Let's see if there are other reports of this bug ...
Update of bug #16429 (project freeciv):
Status: Need Info = Works For Me
Open/Closed:Open = Closed
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Follow-up Comment #16:
I did test the
Update of bug #16429 (project freeciv):
Status: In Progress = Need Info
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Follow-up Comment #15:
I can not reproduce anymore ...
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Update of bug #16429 (project freeciv):
Planned Release: = 2.3.0
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Reply to this item at:
http://gna.org/bugs/?16429
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Message posté
Follow-up Comment #14, bug #16429 (project freeciv):
this bug still exists after bug #16767 was fixed, see attached core dump. The
bug can't be reproduced using a savegame but if the attached server script is
run as './ser -r test031.serv -F' the server will segfault in turn 182.
(file #10587,
Follow-up Comment #13, bug #16429 (project freeciv):
the bug fix posted in comment #5 has its own ticket: bug #16767
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Nachricht
Update of bug #16429 (project freeciv):
Category:None = general
Priority: 1 - Later = 5 - Normal
Status:None = In Progress
Follow-up Comment #11, bug #16429 (project freeciv):
Sorry, but I really think your patch doesn't fix the problem
on trunk.
If you mean the bug raised by file #10221 it is fixed by the patch (file
#10231), e.g. after applying the patch no error message occurs.
Have a look into
Follow-up Comment #12, bug #16429 (project freeciv):
I will check this, thanks.
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Follow-up Comment #3, bug #16429 (project freeciv):
See also bug #16654.
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Follow-up Comment #4, bug #16429 (project freeciv):
In my case for trunk, it is a bit different. I have gave all technologies to
the players at start, so they have a big tech upkeep, losing 1 tech per turn.
When losing Railroads or Bridge Building, it produces that error. Attaching
savegame to
Follow-up Comment #5, bug #16429 (project freeciv):
In my case for trunk, it is a bit different. I have gave all
technologies to the players at start, so they have a big tech
upkeep, losing 1 tech per turn. When losing Railroads or
Bridge Building, it produces that error. Attaching savegame
Follow-up Comment #6, bug #16429 (project freeciv):
I had to modify file #10221 to load it (remove the first
option= setting; see bug #16645). The attached patch fixes the
bug. A call to player_research_update() was missing.
Oops, I didn't attach the right file, and I don't have it anymore.
Follow-up Comment #7, bug #16429 (project freeciv):
How calling player_research_update() can fix that?
in techtools.c:player_tech_lost() the tech is removed from the player by
player_invention_set(plr, tech, TECH_UNKNOWN). After this function
player_research_update() must be called to update
Follow-up Comment #8, bug #16429 (project freeciv):
My original test (comment #0) was with S2_2 and the default ruleset. One of
pepeto's reports in bug #16654 was with S2_2. Tech upkeep and related
features (and hence player_tech_lost()) don't exist there.
I guess we're dealing with two
Follow-up Comment #9, bug #16429 (project freeciv):
I guess we're dealing with two separate bugs?
It seems to be. My patch solves the bug for trunk. I did not investigate the
original report. But perhaps an additional check if the tech is known could
help there? Are the techs split at civil
Follow-up Comment #10, bug #16429 (project freeciv):
Sorry, but I really think your patch doesn't fix the problem on trunk. It may
fix a bug but probably not this one. I don't see how calling
player_research_update() can stop units doing invalid actions (like doing
Railroads when losing the
Follow-up Comment #2, bug #16429 (project freeciv):
Don't think it's alliance/pillaging: there's no other unit on the tile in any
of the savegames. The Himyarites, who start out owning the land, are only
allied to the Normans who are nowhere near.
Think it's somehow to do with civil war. In
Follow-up Comment #1, bug #16429 (project freeciv):
I guess this warning could be caused by another unit pillaging road from the
tile while engineers are set to build railroad. It must be allied unit
though, to exist in same tile.
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URL:
http://gna.org/bugs/?16429
Summary: Failed sanitycheck.c: Engineers has activity
Railroad, but it can't continue at Forest
Project: Freeciv
Submitted by: jtn
Submitted on: Saturday 08/14/10 at 17:42
Category: None
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