[Freeciv-Dev] [bug #19952] City_Image decided client side
Update of bug #19952 (project freeciv): Status: Ready For Test = Fixed Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?19952 ___ 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 #19952] City_Image decided client side
Follow-up Comment #7, bug #19952 (project freeciv): - Added handling of pre-2.3 savegames (savegame.c) (file #16363) ___ Additional Item Attachment: File name: ServerSideCityImage-2.patchSize:6 KB ___ Reply to this item at: http://gna.org/bugs/?19952 ___ 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 #19952] City_Image decided client side
Follow-up Comment #4, bug #19952 (project freeciv): What about cities that no longer exist (except in player's FoW map)? We have to use value 0 for them? Ick, I hadn't thought of that. Perhaps we should build the virtual city after all. ___ Reply to this item at: http://gna.org/bugs/?19952 ___ 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 #19952] City_Image decided client side
Update of bug #19952 (project freeciv): Planned Release:2.4.0, 2.5.0 = 2.5.0 ___ Follow-up Comment #5: I'm afraid we have to live with this bug in S2_4 (maybe document it that City_Image effect is supported with city size requirement only) as fixing it would require savegame format change. ___ Reply to this item at: http://gna.org/bugs/?19952 ___ 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 #19952] City_Image decided client side
Update of bug #19952 (project freeciv): Status:None = Ready For Test ___ Follow-up Comment #6: Patch. When server does not know the city image for player city loaded from old savegame, it doesn't. So it tells that to client via special value -100. Client then figures it out itself as it did in version where savegame is from. No need to construct server side virtual cities. (file #16323) ___ Additional Item Attachment: File name: ServerSideCityImage.patch Size:6 KB ___ Reply to this item at: http://gna.org/bugs/?19952 ___ 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 #19952] City_Image decided client side
Follow-up Comment #3, bug #19952 (project freeciv): - Image as if city was not fogged savegame loading time I think this is a reasonable fallback if the above is too much like hard work, despite the one-time information leakage. What about cities that no longer exist (except in player's FoW map)? We have to use value 0 for them? ___ Reply to this item at: http://gna.org/bugs/?19952 ___ 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 #19952] City_Image decided client side
Update of bug #19952 (project freeciv): Planned Release: = 2.4.0, 2.5.0 ___ Reply to this item at: http://gna.org/bugs/?19952 ___ 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 #19952] City_Image decided client side
URL: http://gna.org/bugs/?19952 Summary: City_Image decided client side Project: Freeciv Submitted by: cazfi Submitted on: Tue 17 Jul 2012 01:06:40 PM EEST Category: general Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: Discussion Lock: Any Operating System: None Planned Release: ___ Details: Client checks value of the City_Image effect itself, with its limited knowledge. This works perfectly (even in respect to FoW) when requirement for city image is city size, but not in general case. Even without FoW another player may see completely different city. Value to be used should be determined server side and sent to client. But once value is calculated server side, it should also be added to playermap so city image under fog does not change when city size (or some other requirement) changes. Of course player may actually know of some requirement changes (wonders) even if city itself is fogged, but I don't think we need to worry about this. Passing value over network requires protocoll change, so fixing this in stable branches requires use of optional capability. ___ Reply to this item at: http://gna.org/bugs/?19952 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev