[Freeciv-Dev] [bug #18742] Turn change resets event cache?
Update of bug #18742 (project freeciv): Assigned to:None = pepeto ___ Reply to this item at: http://gna.org/bugs/?18742 ___ 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 #18742] Turn change resets event cache?
Follow-up Comment #2, bug #18742 (project freeciv): Sorry, I forgot to answer to this - I really though I did. Thank you Jacob, indeed my ec_ options were the problem. I set: set ec_turns=9 set ec_max_size=1000 set ec_chat=enabled set ec_info=enabled Why are these values not the default? Event cache does not consume that much memory, when compared to the map, does it? Why are these values limited to 9 and 1000? Sometimes i browse thru the event cache to determine when my enemy is most likely to log in. ___ Reply to this item at: http://gna.org/bugs/?18742 ___ 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 #18742] Turn change resets event cache?
Follow-up Comment #3, bug #18742 (project freeciv): Why are these values limited to 9 and 1000? Sometimes i browse thru the event cache to determine when my enemy is most likely to log in. As this are arbitrary values something had to be defined at the time the corresponding patches were written. At that time, no one had such big games. The values can easily be updated. Perhaps you could create a patch, which updates the default to something like 5 and also updates the max values (20 turns / 1 messages?). All values are defined in game.h. ___ Reply to this item at: http://gna.org/bugs/?18742 ___ Nachricht geschickt von/durch Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] [bug #18742] Turn change resets event cache?
On Mon, Sep 26, 2011 at 11:35:02PM +0200, Jacob Nevins wrote: What are your ec_* options set to? I can't reproduce this with head-of-S2_3 -- will all the stops pulled out in ec_*, after starting a game with clients A/B, having a new client C connect and chat (during T0), then doing turn change (to T1), another client D freshly connecting sees messages for client C's connection and chat during T0. ec_turns += 1 (0, 9) ec_max_size += 256 (10, 1000) ec_chat += enabled ec_info += disabled Surely I need to set ec_turns to 9 and max_size to 1000. Thank you. Maybe bump ec_turns from 1 to something bigger by default? 1000 lines of backlog take not much memory. -- Michal Mazurek ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #18742] Turn change resets event cache?
Update of bug #18742 (project freeciv): Summary: TC resets backlog? = Turn change resets event cache? ___ Follow-up Comment #1: What are your ec_* options set to? I can't reproduce this with head-of-S2_3 -- will all the stops pulled out in ec_*, after starting a game with clients A/B, having a new client C connect and chat (during T0), then doing turn change (to T1), another client D freshly connecting sees messages for client C's connection and chat during T0. On the other hand, the transition from pregame to running game did seem to clear these sorts of events from the event cache. ___ Reply to this item at: http://gna.org/bugs/?18742 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev