[Freeciv-Dev] [bug #18742] Turn change resets event cache?

2014-09-13 Thread pepeto
Update of bug #18742 (project freeciv):

 Assigned to:None = pepeto 


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[Freeciv-Dev] [bug #18742] Turn change resets event cache?

2011-11-16 Thread Michal Mazurek

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.

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[Freeciv-Dev] [bug #18742] Turn change resets event cache?

2011-11-16 Thread Matthias Pfafferodt

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.

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Re: [Freeciv-Dev] [bug #18742] Turn change resets event cache?

2011-09-27 Thread Michal Mazurek
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

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[Freeciv-Dev] [bug #18742] Turn change resets event cache?

2011-09-26 Thread Jacob Nevins

Update of bug #18742 (project freeciv):

 Summary:  TC resets backlog? = Turn change resets event
cache?

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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.

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