Follow-up Comment #8, bug #20567 (project freeciv):
if the mapseed triggered a retry.
Note that there's retry only if random mapseed is requested in the first
place. No point in retrying with same set seed.
If user explicitly set mapseed, (s)he probably did it for a reason and
providing map
Follow-up Comment #9, bug #20567 (project freeciv):
wanted players to study in advance
I was that close to commit my patch when it sink in that this use-case might
be the reason startposition assignment has not been using mapseed. While you
may want terrain to be known to everyone, at the same
Follow-up Comment #5, bug #20567 (project freeciv):
My patch has reproducibility problem in my own regression testing use-case. I
use random seeds to get different games, but log those seeds carefully for
using in reproduction of the problems encountered. But with my patch main
random state goes
Update of bug #20567 (project freeciv):
Category:None = general
___
Follow-up Comment #6:
- Game random state proceeds the same way for same map seed regradless if it
the map seed was
Follow-up Comment #7, bug #20567 (project freeciv):
But why do you think games where first map generation success
with random seed are reproducible?
I think I must have been thinking of games with explicitly set mapseed,
although I didn't make that clear.
For some reason in my autogame script
Follow-up Comment #3, bug #20567 (project freeciv):
Hm.
Not directly relevant to the patch (which seems like a fine idea), but the
random Lua-generated labels, it would be kind of nice if they were generated
from mapseed rather than gameseed, so that if I pick a mapseed I like, I get
fixed labels
Follow-up Comment #4, bug #20567 (project freeciv):
The map generation random seed would be the same on the second
attempt as on first if main gameseed would have been succesfully
restored after first attempt.
time(NULL) is munged into map.server.seed when it's zero in
Follow-up Comment #2, bug #20567 (project freeciv):
Turned out that start position assignment does not use mapseed, but main
gameseed, so the main random state has been changing in mapgenerator. This
does not explain lua script randomness problems, but attached patch anyway
changes this so that
URL:
http://gna.org/bugs/?20567
Summary: Lua random() not really random
Project: Freeciv
Submitted by: cazfi
Submitted on: Wed 27 Feb 2013 09:30:30 AM EET
Category: None
Severity: 3 - Normal
Follow-up Comment #1, bug #20567 (project freeciv):
There must be some problem in how main gameseed is restored after map has been
generated (note that it's already restored by the time map_generated lua
signal).
Actually, if restoring of gameseed worked like it seems to be designed, our
new 2.4
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