[Freeciv-Dev] [bug #14621] Cities not refreshed when crossing Empire_Size_Step
Update of bug #14621 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?14621 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #14621] Cities not refreshed when crossing Empire_Size_Step
Update of bug #14621 (project freeciv): Category:None = general Status:None = Ready For Test Planned Release: = 2.2.4, 2.3.0 ___ Follow-up Comment #4: Fixes attached. (file #11416, file #11417) ___ 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 ___ Reply to this item at: http://gna.org/bugs/?14621 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #14621] Cities not refreshed when crossing Empire_Size_Step
Update of bug #14621 (project freeciv): Assigned to:None = pepeto ___ Reply to this item at: http://gna.org/bugs/?14621 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #14621] Cities not refreshed when crossing Empire_Size_Step
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? ___ Reply to this item at: http://gna.org/bugs/?14621 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] [bug #14621] Cities not refreshed when crossing Empire_Size_Step
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 ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #14621] Cities not refreshed when crossing Empire_Size_Step
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. ___ Reply to this item at: http://gna.org/bugs/?14621 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #14621] Cities not refreshed when crossing Empire_Size_Step
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. ___ Reply to this item at: http://gna.org/bugs/?14621 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #14621] Cities not refreshed when crossing Empire_Size_Step
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 ___ 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.) ___ 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 ___ Reply to this item at: http://gna.org/bugs/?14621 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev