[Freeciv-Dev] [bug #19952] City_Image decided client side

2012-08-18 Thread Marko Lindqvist
Update of bug #19952 (project freeciv):

  Status:  Ready For Test = Fixed  
 Assigned to:None = cazfi  
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [bug #19952] City_Image decided client side

2012-08-09 Thread Marko Lindqvist
Follow-up Comment #7, bug #19952 (project freeciv):

- Added handling of pre-2.3 savegames (savegame.c)

(file #16363)
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Additional Item Attachment:

File name: ServerSideCityImage-2.patchSize:6 KB


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[Freeciv-Dev] [bug #19952] City_Image decided client side

2012-08-05 Thread Jacob Nevins
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.

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[Freeciv-Dev] [bug #19952] City_Image decided client side

2012-08-05 Thread Marko Lindqvist
Update of bug #19952 (project freeciv):

 Planned Release:2.4.0, 2.5.0 = 2.5.0  

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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.

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[Freeciv-Dev] [bug #19952] City_Image decided client side

2012-08-05 Thread Marko Lindqvist
Update of bug #19952 (project freeciv):

  Status:None = Ready For Test 

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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)
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Additional Item Attachment:

File name: ServerSideCityImage.patch  Size:6 KB


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[Freeciv-Dev] [bug #19952] City_Image decided client side

2012-07-23 Thread Marko Lindqvist
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?


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[Freeciv-Dev] [bug #19952] City_Image decided client side

2012-07-19 Thread Marko Lindqvist
Update of bug #19952 (project freeciv):

 Planned Release: = 2.4.0, 2.5.0   


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[Freeciv-Dev] [bug #19952] City_Image decided client side

2012-07-17 Thread Marko Lindqvist
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: 

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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.




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