[Freeciv-Dev] [patch #1280] add offline events

2009-10-30 Thread pepeto

Update of patch #1280 (project freeciv):

  Status:None = Done   
 Assigned to:   cazfi = pepeto 
 Open/Closed:Open = Closed 

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Follow-up Comment #27:

As nobody complained, I assume this is done.


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[Freeciv-Dev] [patch #1280] add offline events

2009-10-28 Thread pepeto

Follow-up Comment #24, patch #1280 (project freeciv):

I committed my patch by mistake at revision 16236 and 16237.  Should I revert
it or close this one?


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[Freeciv-Dev] [patch #1280] add offline events

2009-10-28 Thread Matthias Pfafferodt

Follow-up Comment #25, patch #1280 (project freeciv):

I think as it is now committed it should stay. I tested it for two local
players; one disconnects and reconnects one turn later and it is running
fine!

Are options planed to set the number of messages, the number of turn and to
(de)activate chat messages in offline events?

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[Freeciv-Dev] [patch #1280] add offline events

2009-10-28 Thread pepeto

Follow-up Comment #26, patch #1280 (project freeciv):

 Are options planed to set the number of messages, the number of
 turn and to (de)activate chat messages in offline events?

Certainly later, but it should be configurable with the server settings. 
Normal users (!= longturn) don't need it.


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[Freeciv-Dev] [patch #1280] add offline events

2009-10-25 Thread pepeto

Follow-up Comment #23, patch #1280 (project freeciv):

Updated patch against current svn.  Also send public message on new
connection and *only player messages* when issuing /take or /observe.


(file #7098)
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[Freeciv-Dev] [patch #1280] add offline events

2009-10-13 Thread pepeto

Follow-up Comment #20, patch #1280 (project freeciv):

 bitvector?

It's a simple vector of bits.  Look at utility/shared.h how it is
implemented.


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[Freeciv-Dev] [patch #1280] add offline events

2009-10-13 Thread pepeto

Follow-up Comment #21, patch #1280 (project freeciv):

This is a first version of my mind.
* All events are stored (256 at max) for particular target type:
** For all connections.
** For players (doesn't work on pregame because they are not fixed yet).
** For global observers.
* Added special chat case: using '.' prefix when being global observer send
message to all global observers (like on warserver).
* Changed all notify_conn(pplayer-connections, ...) to
notify_player(pplayer, ...)


(file #6982)
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Re: [Freeciv-Dev] [patch #1280] add offline events

2009-10-11 Thread Daniel Markstedt
Anonymous posting to the patch tracker should be working now. Thanks
for the heads-up.

Daniel

On Tue, Oct 6, 2009 at 12:18 PM, Marko Lindqvist cazf...@gmail.com wrote:
 2009/9/6 Marko Lindqvist:

 Update of patch #1280 (project freeciv):

             Assigned to:                    None = cazfi
         Planned Release:                    None = 2.2.0

 Pepeto: Since this is one of the most important things to go in before
 2.2.0-beta1, feel free to commit this if it seems ok to you.

 Daniel: Patch tracker, unlike bug tracker, does not allow comments
 from anonymous.


 - ML


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[Freeciv-Dev] [patch #1280] add offline events

2009-10-10 Thread Matthias Pfafferodt

Follow-up Comment #17, patch #1280 (project freeciv):

 I tried to work on it. But, seeing more details of this patch,
 it looks like very longturn designed. It seems to admit that
 player are always played by the same user. The observers cases
 will probably have random behaviour... 

Offline events are only saved if a player has no connections (= no user
connected to this player). For the next user who takes this player, all
events are shown.

No offline events are saved for observers as they are not players ...

 Also this patch contains some errors like checking
 pplayer-connections == NULL which will always be evaluated to
 FALSE. 

I checked the patch and replaced the following line:
 
-if (aplayer-connections) {
+if (conn_list_size(aplayer-connections) != 0) {

 I think what would be great to simulate longturn offline
 events in regular freeciv would just be to keep messages in a
 queue and clear it every turn. All users, including players,
 observers and other people using /take, /observe or anything
 else would be allowed to see what were the message this turn.
 This also would fix that people crashing would be able to see
 the messages they didn't have time to check.

The available framework could be used for that. All messages are saved for
each player independently if he is connected or not. If he reconnects or the
player is taken by another user or an observer connects all messages are
send. This requires that the query is not deleted after the messages is send
but only if the max number of messages or max number of turns is reached.


(file #6939)
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[Freeciv-Dev] [patch #1280] add offline events

2009-10-10 Thread pepeto

Follow-up Comment #18, patch #1280 (project freeciv):

 Offline events are only saved if a player has no connections
 (= no user connected to this player).

This is not a very good test, the only connection of a player can be an
observer.

 For the next user who takes this player, all events are shown.

Your patch doesn't do that.  It sends only the offlines messages when
connecting.  And I really think that if 2 users takes the player they would
like to see the messages both.

 The available framework could be used for that. All messages
 are saved for each player independently if he is connected or
 not. If he reconnects or the player is taken by another user
 or an observer connects all messages are send. This requires
 that the query is not deleted after the messages is send but
 only if the max number of messages or max number of turns is
 reached.

I was thinking set a global queue where a bitvector would say what connection
to notify when its state changes.  It would also be used to store messages
after a game was loaded.

It would also solve that this code wouldn't affect the common part at all.


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[Freeciv-Dev] [patch #1280] add offline events

2009-10-10 Thread Matthias Pfafferodt

Follow-up Comment #19, patch #1280 (project freeciv):

I see your points but this is way behind my knowledge about the freeciv
codebase and also coding skills (bitvector?). I will focus on the city radii
patch.

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Re: [Freeciv-Dev] [patch #1280] add offline events

2009-10-06 Thread Marko Lindqvist
2009/9/6 Marko Lindqvist:

 Update of patch #1280 (project freeciv):

             Assigned to:                    None = cazfi
         Planned Release:                    None = 2.2.0

Pepeto: Since this is one of the most important things to go in before
2.2.0-beta1, feel free to commit this if it seems ok to you.

Daniel: Patch tracker, unlike bug tracker, does not allow comments
from anonymous.


- ML

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[Freeciv-Dev] [patch #1280] add offline events

2009-10-06 Thread pepeto

Follow-up Comment #8, patch #1280 (project freeciv):

Just over-read the last patch...

* Is there a reason to use a packet_chat_msg pointer instead of a plain
structure?

* To be sure to don't forget any place to add the offline events, I think it
should be included inside notify_conn_packet().

* player_add_offline_event_v() is not needed.  A simple call to
player_add_offline_event() should be added in send_chat_msg().


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[Freeciv-Dev] [patch #1280] add offline events

2009-10-06 Thread Matthias Pfafferodt

Follow-up Comment #9, patch #1280 (project freeciv):

 Just over-read the last patch... 
 
 * Is there a reason to use a packet_chat_msg pointer instead
 of a plain structure? 

you are right; a plain struct is enough

 * To be sure to don't forget any place to add the offline
 events, I think it should be included inside
 notify_conn_packet(). 

the problem is, that notify_conn_packet() is called for _connections_ but an
offline player has no connections ...

 * player_add_offline_event_v() is not needed. A simple call to
 player_add_offline_event() should be added in send_chat_msg(). 

for chat_msg_allies() it would be OK (but see above: connection = player).

Within chat_msg_privat() two different players are the recipients:
player_add_offline_event_v() is used for the offline player while
send_chat_msg() is used for the player how wants to send the message.


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[Freeciv-Dev] [patch #1280] add offline events

2009-10-06 Thread pepeto

Follow-up Comment #10, patch #1280 (project freeciv):

 the problem is, that notify_conn_packet() is called for
 connections but an offline player has no connections ...

Hehe, you are right, I totally missed this point.  So you seems to be right.

 for chat_msg_allies() it would be OK (but see above: connection
 = player).

 Within chat_msg_privat() two different players are the
 recipients: player_add_offline_event_v() is used for the offline
 player while send_chat_msg() is used for the player how wants to
 send the message.

I still think this function is not needed, and confusing with the rest of the
code.  There is no advantage to compute the packet twice.  So I think that the
function send_chat_msg() should be spread into chat_msg_privat(),
chat_msg_allies() and chat_msg_public().

About chat_msg_privat (I think correct english is privat*e*), you handled the
2 different cases well.


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[Freeciv-Dev] [patch #1280] add offline events

2009-10-06 Thread Matthias Pfafferodt

Follow-up Comment #11, patch #1280 (project freeciv):

  * Is there a reason to use a packet_chat_msg pointer instead 
  of a plain structure? 

 you are right; a plain struct is enough 

but is not possible ... I can use struct packet_chat_msg as this would mean
to include packet.h which will result in some dependency errors (or I don't
understand the errors I get)

A solution would be to save all the data without using this struct. But I
would to keep it as it represent the data which needs top be send later

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[Freeciv-Dev] [patch #1280] add offline events

2009-10-06 Thread pepeto

Follow-up Comment #12, patch #1280 (project freeciv):

 but is not possible ... I can use struct packet_chat_msg as this
 would mean to include packet.h which will result in some
 dependency errors (or I don't understand the errors I get)

How come it's not possible.  Such structures are already included directly in
the civ_game structure.  What errors do you get?


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[Freeciv-Dev] [patch #1280] add offline events

2009-10-06 Thread Matthias Pfafferodt

Follow-up Comment #13, patch #1280 (project freeciv):

 I still think this function is not needed, and confusing with
 the rest of the code. There is no advantage to compute the
 packet twice. So I think that the function send_chat_msg()
 should be spread into chat_msg_privat(), chat_msg_allies() and
 chat_msg_public(). 

send_chat_msg() is used 7 times in this file with different message texts.
Only in chat_msg_allies() the same text is used for this function and the
offline event.

I attached an updated version of the patch; changes:

* change chat_msg_privat*e*
* additional check for connections in chat_msg_allies()



(file #6912)
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[Freeciv-Dev] [patch #1280] add offline events

2009-10-06 Thread Matthias Pfafferodt

Follow-up Comment #14, patch #1280 (project freeciv):

after changing from '*packet' to 'packet' I get:

libtool: compile:  gcc -DHAVE_CONFIG_H -I. -I../.. -I../../utility -I..
-I../../common -DLOCALEDIR=\/usr/local/share/locale\
-DDEFAULT_DATA_PATH=\.:data:~/.freeciv/2.3:/usr/local/share/freeciv\
-Wall -Wpointer-arith -Wcast-align -Wmissing-prototypes
-Wmissing-declarations -Werror -g -O2 -MT aisupport.lo -MD -MP -MF
.deps/aisupport.Tpo -c aisupport.c -o aisupport.o
In file included from ../game.h:27,
 from aisupport.c:25:
../player.h:350: error: field ‘packet’ has incomplete type
make[4]: *** [aisupport.lo] Error 1

adding '#include packets.h' result in

libtool: compile:  gcc -DHAVE_CONFIG_H -I. -I../.. -I../../utility -I..
-I../../common -DLOCALEDIR=\/usr/local/share/locale\
-DDEFAULT_DATA_PATH=\.:data:~/.freeciv/2.3:/usr/local/share/freeciv\
-Wall -Wpointer-arith -Wcast-align -Wmissing-prototypes
-Wmissing-declarations -Werror -g -O2 -MT aisupport.lo -MD -MP -MF
.deps/aisupport.Tpo -c aisupport.c -o aisupport.o
In file included from ../map.h:21,
 from ../packets.h:24,
 from ../player.h:21,
 from ../game.h:27,
 from aisupport.c:25:
../tile.h:40: error: expected specifier-qualifier-list before
‘bv_player’
In file included from ../packets.h:75,
 from ../player.h:21,
 from ../game.h:27,
 from aisupport.c:25:
../packets_gen.h:413: error: array type has incomplete element type
../packets_gen.h:1335: error: expected specifier-qualifier-list before
‘bv_player’
make[4]: *** [aisupport.lo] Error 1

and there I stopped trying ...

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[Freeciv-Dev] [patch #1280] add offline events

2009-10-06 Thread pepeto

Follow-up Comment #15, patch #1280 (project freeciv):

You cannot include packets.h in player.h because it already include it. 
Anyway, I don't like most of the code is in the common part because it is a
server-only feature.  Leave this for now, I will probably check it in the end
of the week.


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[Freeciv-Dev] [patch #1280] add offline events

2009-10-03 Thread Matthias Pfafferodt

Follow-up Comment #7, patch #1280 (project freeciv):

to include bug #14285 all server messages could be additional added to the
list of offline events with a flag 'save'. If the game is saved this events
(current + last(?) turn) will be written into the file. If the savegame is
loaded this events will be restored from the savegame and send to the
player(s)

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[Freeciv-Dev] [patch #1280] add offline events

2009-09-13 Thread Matthias Pfafferodt

Follow-up Comment #5, patch #1280 (project freeciv):

complete rewrite of the offline events code; in the first patches I did only
applied the patches by book to mainline. This patch includes the chat
messages as well as other cleanups of the code. It depends on patch #1296.

add offline events

* if a player is not connected events are saved and send if he reconnects
* all messages are saved (game events as well as chat messages)
* default: events of 1 turns are saved

based on patches for longturn by book:

git-svn-id: https://pagema.net/svn/lt-civser...@4345
81e79487-72da-0310-8e13-94f5ef8dd271
git-svn-id: https://pagema.net/svn/lt-civser...@4324
81e79487-72da-0310-8e13-94f5ef8dd271

(file #6672)
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[Freeciv-Dev] [patch #1280] add offline events

2009-09-08 Thread pepeto

Follow-up Comment #3, patch #1280 (project freeciv):

Reading this patch, I'm not totally convinced by some ways:

* Only notify_player() and notify_embassies() have en entry for offline
events.  Shouldn't at least notify_team() and notify_research() have it too? 
And what about notify_conn()?

* Why do you overwrite the event type and the tile in notify_embassies() with
E_TREATY_EMBASSY and NULL?

* I don't think that offline chat and offline events should be split in
different features.  They do exactly the same.  And I don't see any
application of using only 1/2.


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[Freeciv-Dev] [patch #1280] add offline events

2009-09-05 Thread Matthias Pfafferodt

URL:
  http://gna.org/patch/?1280

 Summary: add offline events
 Project: Freeciv
Submitted by: syntron
Submitted on: Samstag 05.09.2009 um 22:22
Category: general
Priority: 1 - Later
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: None

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Details:

* if a player is not connected events are saved and send if he reconnects
* default: events of 1 turns are saved
* nothing is missed if the client crashs

Patch by: book for longturn
Adapted for mainline by: Matthias Pfafferodt syntron

git-svn-id: https://pagema.net/svn/lt-civser...@4345
81e79487-72da-0310-8e13-94f5ef8dd271
git-svn-id: https://pagema.net/svn/lt-civser...@4324
81e79487-72da-0310-8e13-94f5ef8dd271



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File Attachments:


---
Date: Samstag 05.09.2009 um 22:22  Name: 0001-add-offline-events.patch.diff 
Size: 13kB   By: syntron

http://gna.org/patch/download.php?file_id=6577

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