[Freeciv-Dev] [bug #22824] multiplayer ruleset: Savegames not portable against ruleset changes due to saved script variables

2014-10-27 Thread Jacob Nevins
Follow-up Comment #4, bug #22824 (project freeciv):

I don't think this would ever have caused trouble, as I think the order/number
of techs and buildings has not changed since the ruleset was added in patch
#1838. It's future-proofing.

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[Freeciv-Dev] [bug #22824] multiplayer ruleset: Savegames not portable against ruleset changes due to saved script variables

2014-10-20 Thread Jacob Nevins
Update of bug #22824 (project freeciv):

  Status:  Ready For Test = Fixed  
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [bug #22824] multiplayer ruleset: Savegames not portable against ruleset changes due to saved script variables

2014-10-19 Thread Jacob Nevins
Update of bug #22824 (project freeciv):

  Status:None = In Progress
 Assigned to:None = jtn
 Planned Release: = 2.4.4, 2.5.0, 2.6.0


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[Freeciv-Dev] [bug #22824] multiplayer ruleset: Savegames not portable against ruleset changes due to saved script variables

2014-10-19 Thread Jacob Nevins
Update of bug #22824 (project freeciv):

  Status: In Progress = Ready For Test 

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Additional Item Attachment:

File name: trunk-S2_5-S2_4-multiplayer-lua-state.patch Size:2 KB


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[Freeciv-Dev] [bug #22824] multiplayer ruleset: Savegames not portable against ruleset changes due to saved script variables

2014-10-18 Thread Jacob Nevins
URL:
  http://gna.org/bugs/?22824

 Summary: multiplayer ruleset: Savegames not portable against
ruleset changes due to saved script variables
 Project: Freeciv
Submitted by: jtn
Submitted on: Sat 18 Oct 2014 12:53:59 BST
Category: rulesets
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:

In a savegame of the multiplayer ruleset, the following state is saved:


[script]
code=$$
vars=$phil_tech=find.tech_type(60)
phil_id=60
darw_id=44
tevo_tech=find.tech_type(89)
darw_btype=find.building_type(44)
$


This hardcodes numeric indexes of ruleset objects from the currently loaded
ruleset. If the ruleset is rearranged so that objects have different indices,
this bypasses the usual savegame compatibility arrangements for that.

Probably the script should just look these up on demand; I can't see any
impact other than performance, and a minor one at that.

(I wasn't sure whether file-scope variable assignments might be re-evaluated
at savegame load. It seems they aren't; I guess they're evaluated at ruleset
load and then stomped by anything in the savegame. If I save a game and then
rearrange buildings.ruleset:


jtn: 'lua cmd log.normal((find.building_type(Darwin's Voyage)).id)'
/lua: 43
jtn: 'lua cmd log.normal(darw_id)'
/lua: 44





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