[Freeciv-Dev] [bug #14621] Cities not refreshed when crossing Empire_Size_Step

2010-12-04 Thread pepeto

Update of bug #14621 (project freeciv):

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


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[Freeciv-Dev] [bug #14621] Cities not refreshed when crossing Empire_Size_Step

2010-11-28 Thread pepeto

Update of bug #14621 (project freeciv):

Category:None = general
  Status:None = Ready For Test 
 Planned Release: = 2.2.4, 2.3.0   

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Follow-up Comment #4:

Fixes attached.


(file #11416, file #11417)
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Additional Item Attachment:

File name: trunk_S2_3_empire_size_cross.diff Size:4 KB
File name: S2_2_empire_size_cross.diffSize:4 KB


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[Freeciv-Dev] [bug #14621] Cities not refreshed when crossing Empire_Size_Step

2010-11-27 Thread pepeto

Update of bug #14621 (project freeciv):

 Assigned to:None = pepeto 


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[Freeciv-Dev] [bug #14621] Cities not refreshed when crossing Empire_Size_Step

2009-10-29 Thread pepeto

Follow-up Comment #3, bug #14621 (project freeciv):

 Only every 10/11/12/14 cities added. This also needs to happen
 when a city is lost.

Were you planning to post a patch?

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Re: [Freeciv-Dev] [bug #14621] Cities not refreshed when crossing Empire_Size_Step

2009-10-29 Thread Goswin von Brederlow
pepeto no-reply.invalid-addr...@gna.org writes:

 Follow-up Comment #3, bug #14621 (project freeciv):

 Only every 10/11/12/14 cities added. This also needs to happen
 when a city is lost.

 Were you planning to post a patch?

Not me.

MfG
Goswin

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[Freeciv-Dev] [bug #14621] Cities not refreshed when crossing Empire_Size_Step

2009-10-27 Thread pepeto

Follow-up Comment #1, bug #14621 (project freeciv):

This would probably slow a lot every time a city is found.

Unfortunately, it doesn't look to work if a city is conquered, bribed, or
given by diplomatic meeting etc...  A such entry would also be added in
transfer_city().

I guess that the call to this function should be protected by a check to the
particular rule.


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[Freeciv-Dev] [bug #14621] Cities not refreshed when crossing Empire_Size_Step

2009-10-27 Thread anonymous

Follow-up Comment #2, bug #14621 (project freeciv):

Only every 10/11/12/14 cities added. This also needs to happen when a city is
lost.

With CMA in use this might cause a lot of work for every single city of the
player. But what can you do? All cities do change at that point.

I rather have it take some time than have civil unrest the next turn.


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[Freeciv-Dev] [bug #14621] Cities not refreshed when crossing Empire_Size_Step

2009-10-26 Thread Jacob Nevins

URL:
  http://gna.org/bugs/?14621

 Summary: Cities not refreshed when crossing Empire_Size_Step
 Project: Freeciv
Submitted by: jtn
Submitted on: Tuesday 27/10/09 at 01:09
Category: None
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: None

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Details:

I originally raised this in RT as PR#40436. My original report:

 If, during a turn, conquering or founding a city causes the empire to
 grow and every city to get an extra unhappy citizen due to
 Empire_Size_Step, it appears that the client's cities are not refreshed
 immediately; the unhappiness shows up when performing subsequent actions
 on the city, such as moving workers around or changing specialists. So
 those actions can appear to increase unhappiness, which is confusing.
 
 Saving, quitting, and restoring the savegame causes all cities to be
 up-to-date. (I think hitting turn done may have this effect also, but
 I haven't checked.)
 
 I guess the server needs to send city updates to client(s) when an
 Empire_Size_Step boundary is crossed, or something like that -- I
 haven't investigated the code.
 
 Seen in 2.1.4 and 2.1.6 (and one previous version I can't remember).
 
 (I idly wonder whether a message when the unhappiness penalty grows
 might not be a bad idea. I was rather confused why my empire was
 suddenly in uproar after moving from 2.0.x to 2.1.x.)

I've raised it again here, as I have a patch (against trunk) which appears to
fix the issue for me (having first verified that it's still happening on the
trunk). I'm not 100% sure it's the correct patch, though.
(For instance: shouldn't this send an update to any player who can see the
subject player's cities, not just the subject player? I just copied what I
saw elsewhere.)



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File Attachments:


---
Date: Tuesday 27/10/09 at 01:09  Name: refresh-all-new-city-trunk.diff  Size:
469B   By: jtn
Refresh all cities when a new city is added, in case unhappiness increased
http://gna.org/bugs/download.php?file_id=7125

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