http://bugs.freeciv.org/Ticket/Display.html?id=40308 >
The current capability sets are not enough for GGZ.
Specifically, GGZ does its own capability checking (or prechecking),
comparing capability strings to see if a game is "supported". Each GGZ
room supports one game so there is a 2.1 room
http://bugs.freeciv.org/Ticket/Display.html?id=39582 >
> [EMAIL PROTECTED] - So 22. Jun 2008, 19:09:56]:
>
> I can't reproduce the crash here with S2_0. On loading the game and
> ending turn a time or two, the game ends. What client is used to get
> the crash and what is necessary to do othe
Hello!
I'm getting a compilation error when compiling Freeciv from SVN trunk.
I think this has been introduced into SVN in the last few days.
gcc -DHAVE_CONFIG_H -I. -I../.. -I../../utility -I../../common
-I../../server -I../../dependencies/lua-5.1/src
-I../../dependencies/toluaxx/include
-DLOC
http://bugs.freeciv.org/Ticket/Display.html?id=40309 >
On Sun, 22 Jun 2008 22:14:57 +0900, Per I. Mathisen <[EMAIL PROTECTED]>
wrote:
> http://bugs.freeciv.org/Ticket/Display.html?id=40272 >
>
> On Sun, Jun 22, 2008 at 12:14 PM, Daniel Markstedt <[EMAIL PROTECTED]>
> wrote:
>> IMHO another m
http://bugs.freeciv.org/Ticket/Display.html?id=40303 >
2008/6/22 Jason Dorje Short:
>
> I'd suggest using valgrind to find the exact line where the error occurs
> here and to make sure the fix actually fixes and doesn't just hide the
> error.
Valgrind can show only the point where actual illega
http://bugs.freeciv.org/Ticket/Display.html?id=39582 >
Christian Prochaska wrote:
>
> The crash happens on Windows (GTK+ client) after ending the turn and
> after the server cuts the connection "due to lagging player" while the
> client is busy for some seconds. When the client detects the lost
>
2008/6/23 Andreas Røsdal <[EMAIL PROTECTED]>:
> Hello!
>
> I'm getting a compilation error when compiling Freeciv from SVN trunk.
> I think this has been introduced into SVN in the last few days.
>
>
> gcc -DHAVE_CONFIG_H -I. -I../.. -I../../utility -I../../common
> -I../../server -I../../dependen
http://bugs.freeciv.org/Ticket/Display.html?id=39582 >
Maybe I miss something, but: your backtrace in this ticket shows the
crash happening on a successful read, not on a write error. It also
shows SDL and GTK code being mixed together, what's up with that?
-jason
_
http://bugs.freeciv.org/Ticket/Display.html?id=40310 >
I was running a game through GGZ and the client crashed. The server
kept running and I reconnected to it and it crashed again; this time I
got a backtrace.
Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread 0xb73c27
http://bugs.freeciv.org/Ticket/Display.html?id=40311 >
This patch disables the hack check (want_hack) when the server's running
in GGZ mode. I think this is a good idea to reduce any possible
security hole in what is already known to be a public game; it's also
convenient for testing.
Patch
http://bugs.freeciv.org/Ticket/Display.html?id=40311 >
> [EMAIL PROTECTED] - Mon Jun 23 19:37:35 2008]:
>
> This patch disables the hack check (want_hack) when the server's
> running in GGZ mode. I think this is a good idea to reduce any
> possible security hole in what is already known to be a
http://bugs.freeciv.org/Ticket/Display.html?id=39582 >
> [EMAIL PROTECTED] - Mo 23. Jun 2008, 15:43:02]:
>
> Christian Prochaska wrote:
> >
> > The crash happens on Windows (GTK+ client) after ending the turn and
> > after the server cuts the connection "due to lagging player" while
> the
> > cl
http://bugs.freeciv.org/Ticket/Display.html?id=39582 >
> [EMAIL PROTECTED] - Mo 23. Jun 2008, 15:54:33]:
>
> Maybe I miss something, but: your backtrace in this ticket shows the
> crash happening on a successful read, not on a write error. It also
> shows SDL and GTK code being mixed together
http://bugs.freeciv.org/Ticket/Display.html?id=40309 >
> [dmarks - Mon Jun 23 11:07:33 2008]:
>
> On Sun, 22 Jun 2008 22:14:57 +0900, Per I. Mathisen
> <[EMAIL PROTECTED]> wrote:
>
> > http://bugs.freeciv.org/Ticket/Display.html?id=40272 >
> >
> > On Sun, Jun 22, 2008 at 12:14 PM, Daniel Markst
http://bugs.freeciv.org/Ticket/Display.html?id=39582 >
> [cproc - Mo 23. Jun 2008, 20:09:02]:
>
> SDL is used for sound output and on Windows the main() function is
> wrapped by SDL_main() which does some Windows-specific initialization.
>
Actually, the client's main() function gets renamed to
Dear member,
in cooperation with the software engineering research group at Free
University of Berlin (Freie Universität Berlin), we are currently
conducting an empirical survey on time consumption of participants in
Open Source/Free Software projects.
In this survey we want to find out how
http://bugs.freeciv.org/Ticket/Display.html?id=40309 >
Madeline Book wrote:
> So my opinion would be to revert the terrain changes, unless
> someone is willing to do the work to restore civ1,2 terrain
> rule compatibilty and move the new terrain types to their
> own ruleset (and later to actuall
http://bugs.freeciv.org/Ticket/Display.html?id=40309 >
> [EMAIL PROTECTED] - Mon Jun 23 20:53:07 2008]:
>
> Madeline Book wrote:
>
> > So my opinion would be to revert the terrain changes, unless
> > someone is willing to do the work to restore civ1,2 terrain
> > rule compatibilty and move the
This is just a request for ideas at this point. The saveturns variable
is set to 10 by default and without hack access cannot be changed. This
means in any public game (ggz, pubserver) it is stuck at 10 unless some
server script is used to change it.
Now, 10 is not a good value.
For GGZ whic
> I'm fairly sure pubserver set the saveturns value to 1. It might have
> been changeable with ctrl access at that time however.
saveturns was set to 1. I seriously doubt that ctrl access could have
changed that value since we needed all games for replays etc.
M
___
http://bugs.freeciv.org/Ticket/Display.html?id=40139 >
Updated my patch that fixes the currently broken global
observer in S2_2 and trunk.
--
待たせてごめん。
diff --git a/client/packhand.c b/client/packhand.c
index e5bee13..e88381c 10
http://bugs.freeciv.org/Ticket/Display.html?id=40312 >
Seems when I found a city in trunk, the borders alternate between 0 and
1 tile in radius, just growing and then shrinking on successive turns.
Extremely bizarre.
-jason
___
Freeciv-dev mailing
http://bugs.freeciv.org/Ticket/Display.html?id=39582 >
Christian Prochaska wrote:
> As I understand it, the read was successful, but while the received data
> is being handled, the connection gets lost, which gets detected when
> trying to send data to the server in request_new_unit_activity().
http://bugs.freeciv.org/Ticket/Display.html?id=40124 >
Seems reasonable. However the hack request packet needs to be discarded
too.
I also think the GGZ case should be explicit, rather than requiring GGZ
to call --no-hack.
-jason
___
Freeciv-dev ma
http://bugs.freeciv.org/Ticket/Display.html?id=40309 >
2008/6/24 Madeline Book:
>
> Actually if you now try the new editor in S2_2 and trunk with
> the civ1 or civ2 rulesets you will find some very weird stuff
> in the terrain list. For example volcanoes and oceanic ridges
> that were never in ci
http://bugs.freeciv.org/Ticket/Display.html?id=12472 >
Good patch. This variant turns it into a function and sync's the whole
research structure. I'll commit shortly.
-jason
Index: server/plrhand.c
===
--- server/plrhand.c (revis
http://bugs.freeciv.org/Ticket/Display.html?id=38354 >
Any idea if this is present on 2.1/2.2/trunk? How do I set up a server
with authentication anyway?
-jason
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http://bugs.freeciv.org/Ticket/Display.html?id=39131 >
I frankly have no idea if this change is correct.
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http://bugs.freeciv.org/Ticket/Display.html?id=40310 >
2008/6/23 Jason Dorje Short:
>
> I was running a game through GGZ and the client crashed. The server
> kept running and I reconnected to it and it crashed again; this time I
> got a backtrace.
>
> Program received signal SIGSEGV, Segmentatio
http://bugs.freeciv.org/Ticket/Display.html?id=40309 >
Marko Lindqvist wrote:
> http://bugs.freeciv.org/Ticket/Display.html?id=40309 >
>
> 2008/6/24 Madeline Book:
>> Actually if you now try the new editor in S2_2 and trunk with
>> the civ1 or civ2 rulesets you will find some very weird stuff
>>
http://bugs.freeciv.org/Ticket/Display.html?id=39982 >
> [EMAIL PROTECTED] - Sat Mar 01 12:08:48 2008]:
>
> Looking at get_impr_name_ex(), it's fairly obvious why we never see
> "(O)" for wonders!
Yes, it is because for wonders 'state' is always set to either
the "built" string or the "wonder"
http://bugs.freeciv.org/Ticket/Display.html?id=39503 >
Patch for S2_0
Index: server/stdinhand.c
===
--- server/stdinhand.c (révision 14852)
+++ server/stdinhand.c (copie de travail)
@@ -3719,6 +3719,7 @@
enum m_pre_result match_r
http://bugs.freeciv.org/Ticket/Display.html?id=40267 >
> [EMAIL PROTECTED] - Sun Jun 22 19:05:53 2008]:
>
> Madeline Book wrote:
> > http://bugs.freeciv.org/Ticket/Display.html?id=40267 >
> >
> >> [dmarks - Sun Jun 22 08:27:57 2008]:
> >>
> >> Did you sort out the licensing of these gfx? I see
http://bugs.freeciv.org/Ticket/Display.html?id=39503 >
Patch for S2_2.
Index: server/stdinhand.c
===
--- server/stdinhand.c (révision 14852)
+++ server/stdinhand.c (copie de travail)
@@ -3884,6 +3884,7 @@
enum m_pre_result match_r
http://bugs.freeciv.org/Ticket/Display.html?id=39131 >
> [jdorje - Mon Jun 23 22:58:32 2008]:
>
> I frankly have no idea if this change is correct.
>
At least it's not wrong and remove the bug and the errors messages. But
I think there is something else wrong.
___
http://bugs.freeciv.org/Ticket/Display.html?id=40313 >
Idea: How about adding support for the 7z format[1] for archiving saved
games? 7z is very effective (in my experience) when archiving similar
files together, so it would be a great fit with Freeciv saves. The idea of
course is to contin
http://bugs.freeciv.org/Ticket/Display.html?id=39745 >
Patch attached.
The team is reset in the following cases:
- A player get disconnected in pregame.
- A player is removed via the /remove command.
Index: common/game.c
===
--- co
http://bugs.freeciv.org/Ticket/Display.html?id=39745 >
Kinda strange, if you remove then create a player the team gets reset
but if you disconnect then a new player connects, it does not get reset.
But I wonder if this bug could hit other fields in the player structure
too. What about re-initti
http://bugs.freeciv.org/Ticket/Display.html?id=40291 >
Committed to S2_1 (r14855), S2_2 (r14857) and trunk (r14859).
--
見えなくなかった
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http
http://bugs.freeciv.org/Ticket/Display.html?id=40246 >
Committed to S2_1 (r14856), S2_2 (r14858) and trunk (r14860).
--
ご馳走様でした
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https
http://bugs.freeciv.org/Ticket/Display.html?id=39745 >
Seems this exact fix was already done for 2.1 and 2.2. Should work fine
for 2.0 also.
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http://bugs.freeciv.org/Ticket/Display.html?id=40314 >
lua error:
error in error handling
This appears on my client console when playing a game (through ggz).
-jason
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http://bugs.freeciv.org/Ticket/Display.html?id=40316 >
In trunk, any fogged tile won't show an enemy city. I can see the
borders but no city. Moving up to the city will reveal it, but it
disappears again when my unit moves away.
-jason
___
Freec
http://bugs.freeciv.org/Ticket/Display.html?id=40317 >
GGZ savegame support is incomplete but this patch adds it.
Basically there's two things to do: report games that we save to ggz,
and handle ggz savedgame events that tell us to load games.
Along the way I gave each game a unique directory
http://bugs.freeciv.org/Ticket/Display.html?id=40315 >
Every time the text on the left panel (generally the terrain text)
changes the panel resizes itself. This leads to a redraw of the main
screen. The end effect is to basically make the game unplayable.
The left panel should never automati
http://bugs.freeciv.org/Ticket/Display.html?id=39358 >
A 5-minute fix for this is to stick the votes into the player structure.
This is easy enough but as the vote records are still in an array
inside the vote structures themselves player reordering will change
everyone's vote around. Which bas
http://bugs.freeciv.org/Ticket/Display.html?id=38354 >
On Mon, Jun 23, 2008 at 03:26:49PM -0700, Jason Short wrote:
>
> http://bugs.freeciv.org/Ticket/Display.html?id=38354 >
>
> Any idea if this is present on 2.1/2.2/trunk? How do I set up a server
> with authentication anyway?
(...mostly fr
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