Re: [Freeciv-Dev] (PR#40036) 2.1.2 savegame data loss on rapid saves

2008-01-31 Thread Martin Rubinstein

http://bugs.freeciv.org/Ticket/Display.html?id=40036 >


Further information - the problem is not in the basic Freeciv program, but in 
the Windows Vista distribution which automaticalloy sets certain defaults which 
cause errors.
   a) The switch to turn on AI after a player disconnects should default to OFF.
   b) The default to allow simultaneous player moves should be OFF.Thanks very 
much for all the help.
 
> Date: Tue, 29 Jan 2008 02:40:56 -0800
> Subject: Re: [Freeciv-Dev] (PR#40036) 2.1.2 savegame data loss on rapid 
> saves> From: [EMAIL PROTECTED]> To: [EMAIL PROTECTED]> > >  http://bugs.freeciv.org/Ticket/Display.html?id=40036 >> > Jason Dorje Short 
> wrote:> > Unfortunately I don't seem to get this behavior anymore, though 
> people> > keep reporting its symptoms. Every time I kill my client the 
> server> > saves the game properly, without aitoggling the human.> > > That 
> supposedly was fixed, although I cannot find the PR# or the commit> > 
> common/game.h:297: #define GAME_DEFAULT_AUTO_AI_TOGGLE FALSE> > > Martin 
> Rubinstein wrote:> # a) How do I set autosave to each turn. (It is hidden in 
> the easy distribution)> > It's documented several ways, have you tried the 
> extensive Help menus?> > The easiest is typing /saveturns 1 in the Chat 
> command line.> > For the 2.1 GTK2 gui, you'll find it under menu Game -> 
> Server Options ->> Internal -> saveturns ("Turns per auto-save")> > > # b) Is 
> there any easy wa!
 y of saving a list of further options, for use at each load.> > There are 
several ways, have you tried Game -> Save Options?> > > And while you are 
looking at Game -> Server Options, you might check the> value of Network -> 
autotoggle ("Whether AI-status toggles with connection")> > We're speculating 
that you accidentally set it to On?> > 
_
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Further information - the problem is not in the basic Freeciv program, but in the Windows Vista distribution which automaticalloy sets certain defaults which cause errors.
   a) The switch to turn on AI after a player disconnects should default to OFF.
   b) The default to allow simultaneous player moves should be OFF.Thanks very much for all the help.
 
> Date: Tue, 29 Jan 2008 02:40:56 -0800
> Subject: Re: [Freeciv-Dev] (PR#40036) 2.1.2 savegame data loss on rapid saves> From: [EMAIL PROTECTED]> To: [EMAIL PROTECTED]> > > > > Jason Dorje Short wrote:> > Unfortunately I don't seem to get this behavior anymore, though people> > keep reporting its symptoms. Every time I kill my client the server> > saves the game properly, without aitoggling the human.> > > That supposedly was fixed, although I cannot find the PR# or the commit> > common/game.h:297: #define GAME_DEFAULT_AUTO_AI_TOGGLE FALSE> > > Martin Rubinstein wrote:> # a) How do I set autosave to each turn. (It is hidden in the easy distribution)> > It's documented several ways, have you tried the extensive Help menus?> > The easiest is typing /saveturns 1 in the Chat command line.> > For the 2.1 GTK2 gui, you'll find it under menu Game -> Server Options ->> Internal -> saveturns ("Turns per auto-save")> > > # b) Is there any easy way of saving a list of further options, for use at each load.> > There are several ways, have you tried Game -> Save Options?> > > And while you are looking at Game -> Server Options, you might check the> value of Network -> autotoggle ("Whether AI-status toggles with connection")> > We're speculating that you accidentally set it to On?> > Listen now! New music from the Rogue Traders.
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Re: [Freeciv-Dev] (PR#40036) 2.1.2 savegame data loss on rapid saves

2008-01-29 Thread Martin Rubinstein

http://bugs.freeciv.org/Ticket/Display.html?id=40036 >


Thank you for the information.  Will try further experiments.  > Date: Tue, 29 
Jan 2008 02:40:56 -0800> Subject: Re: [Freeciv-Dev] (PR#40036) 2.1.2 savegame 
data loss on rapid saves> From: [EMAIL PROTECTED]> To: [EMAIL PROTECTED]> > > 
http://bugs.freeciv.org/Ticket/Display.html?id=40036 >> > Jason Dorje 
Short wrote:> > Unfortunately I don't seem to get this behavior anymore, though 
people> > keep reporting its symptoms. Every time I kill my client the server> 
> saves the game properly, without aitoggling the human.> > > That supposedly 
was fixed, although I cannot find the PR# or the commit> > 
common/game.h:297: #define GAME_DEFAULT_AUTO_AI_TOGGLE FALSE> > > Martin 
Rubinstein wrote:> # a) How do I set autosave to each turn. (It is hidden in 
the easy distribution)> > It's documented several ways, have you tried the 
extensive Help menus?> > The easiest is typing /saveturns 1 in the Chat command 
line.> > For the 2.1 GTK2 gui, you'll find it under menu G!
 ame -> Server Options ->> Internal -> saveturns ("Turns per auto-save")> > > # 
b) Is there any easy way of saving a list of further options, for use at each 
load.> > There are several ways, have you tried Game -> Save Options?> > > And 
while you are looking at Game -> Server Options, you might check the> value of 
Network -> autotoggle ("Whether AI-status toggles with connection")> > We're 
speculating that you accidentally set it to On?> > 
_
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Thank you for the information.  Will try further experiments.  > Date: Tue, 29 Jan 2008 02:40:56 -0800> Subject: Re: [Freeciv-Dev] (PR#40036) 2.1.2 savegame data loss on rapid saves> From: [EMAIL PROTECTED]> To: [EMAIL PROTECTED]> > > > > Jason Dorje Short wrote:> > Unfortunately I don't seem to get this behavior anymore, though people> > keep reporting its symptoms. Every time I kill my client the server> > saves the game properly, without aitoggling the human.> > > That supposedly was fixed, although I cannot find the PR# or the commit> > common/game.h:297: #define GAME_DEFAULT_AUTO_AI_TOGGLE FALSE> > > Martin Rubinstein wrote:> # a) How do I set autosave to each turn. (It is hidden in the easy distribution)> > It's documented several ways, have you tried the extensive Help menus?> > The easiest is typing /saveturns 1 in the Chat command line.> > For the 2.1 GTK2 gui, you'll find it under menu Game -> Server Options ->> Internal -> saveturns ("Turns per auto-save")> > > # b) Is there any easy way of saving a list of further options, for use at each load.> > There are several ways, have you tried Game -> Save Options?> > > And while you are looking at Game -> Server Options, you might check the> value of Network -> autotoggle ("Whether AI-status toggles with connection")> > We're speculating that you accidentally set it to On?> > Join Lavalife for free. What are you waiting for?
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Re: [Freeciv-Dev] (PR#40036) 2.1.2 savegame data loss on rapid saves

2008-01-29 Thread William Allen Simpson

http://bugs.freeciv.org/Ticket/Display.html?id=40036 >

Jason Dorje Short wrote:
> Unfortunately I don't seem to get this behavior anymore, though people
> keep reporting its symptoms.  Every time I kill my client the server
> saves the game properly, without aitoggling the human.
> 
That supposedly was fixed, although I cannot find the PR# or the commit

common/game.h:297:  #define GAME_DEFAULT_AUTO_AI_TOGGLE  FALSE


Martin Rubinstein wrote:
#  a) How do I set autosave to each turn.  (It is hidden in the easy 
distribution)

It's documented several ways, have you tried the extensive Help menus?

The easiest is typing /saveturns 1 in the Chat command line.

For the 2.1 GTK2 gui, you'll find it under menu Game -> Server Options ->
Internal -> saveturns ("Turns per auto-save")


#  b) Is there any easy way of saving a list of further options, for use at 
each load.

There are several ways, have you tried Game -> Save Options?


And while you are looking at Game -> Server Options, you might check the
value of Network -> autotoggle ("Whether AI-status toggles with connection")

We're speculating that you accidentally set it to On?



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Re: [Freeciv-Dev] (PR#40036) 2.1.2 savegame data loss on rapid saves

2008-01-29 Thread Jason Dorje Short

http://bugs.freeciv.org/Ticket/Display.html?id=40036 >

On Jan 23, 2008 11:21 AM, Christian Knoke <[EMAIL PROTECTED]> wrote:
>
> http://bugs.freeciv.org/Ticket/Display.html?id=40036 >
>
> William Allen Simpson wrote on Jan 23, 04:01 (-0800):
> > Martin Rubinstein wrote:
> > > When saving, (playing standalone, all other players AI), data appears to 
> > > be lost.
> > > Latest time government type reverted to Despotism from Monarchy
> >
> > You mean the government was Monarchy at the beginning of the turn and
> > changed to Despotism?  How do I reproduce?  Please attach before and after
> > savegames to your reply.
>
> This usually happens when the client dies. Then the server continues to run
> for a short time, aitoggles the human player and produces a last all AI
> savegame. This appears in top of the savegame list when you restart the
> client. Since AI switches often government to despotism, thats what you'll
> find.
>
> At least this is my wild guess ;-)

That does seem likely.

Unfortunately I don't seem to get this behavior anymore, though people
keep reporting its symptoms.  Every time I kill my client the server
saves the game properly, without aitoggling the human.

-jason



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Re: [Freeciv-Dev] (PR#40036) 2.1.2 savegame data loss on rapid saves

2008-01-29 Thread Martin Rubinstein

http://bugs.freeciv.org/Ticket/Display.html?id=40036 >


Thank you for the message.  The program was running on Windows Vista home 
Basic.  If you would like me to try to recompile with logging options & run, 
please advise a suitable source with all libraries, make, etc.
I have the basic Microsoft Visual C++ express free C++ compiler. > Date: Wed, 
23 Jan 2008 04:01:23 -0800> Subject: Re: [Freeciv-Dev] (PR#40036) 2.1.2 
savegame data loss on rapid saves> From: [EMAIL PROTECTED]> To: [EMAIL 
PROTECTED]> > > http://bugs.freeciv.org/Ticket/Display.html?id=40036 >> > 
Martin Rubinstein wrote:> > When saving, (playing standalone, all other players 
AI), data appears to be lost.> > Latest time government type reverted to 
Despotism from Monarchy> > You mean the government was Monarchy at the 
beginning of the turn and> changed to Despotism? How do I reproduce? Please 
attach before and after> savegames to your reply.> > Other examples of loss?> > 
> > If there is any way to log what the system is doing, please advise - it 
appears to be some sort of timing problem when the "Game Save" option does not 
wait for processing to finish.> > > Yes, there is extensive logging available, 
but you have to compile the game> yourself. ./autogen.sh --!
 enable-debug> > See http://freeciv.wikia.com/wiki/Install to learn more.> > > 
> Is there a way to advise the server to wait until all commands have been 
processed, then save.> > The save command is merely another command in a stream 
of commands, so> processing should already be done in order. Need more 
examples!> > Processing could be delayed somehow to an appropriate point in the 
turn,> such as new turn or new phase. But that would prevent multiple saves 
per> turn. I know that I use that when debugging, so I'm not in favor.> > > > 
For your information, I was saving at high frequency during this error problem 
to go back & find out what I (& the AI) were doing - I am used to the 
commercial game which does not work on Vista.> > > Well, the idea above won't 
work for that, as it would drop rapid saves> > Why not set the "Turns per 
autosave" option to 1, and let the game do all> the saving?> > 
_
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Thank you for the message.  The program was running on Windows Vista home Basic.  If you would like me to try to recompile with logging options & run, please advise a suitable source with all libraries, make, etc.
I have the basic Microsoft Visual C++ express free C++ compiler. > Date: Wed, 23 Jan 2008 04:01:23 -0800> Subject: Re: [Freeciv-Dev] (PR#40036) 2.1.2 savegame data loss on rapid saves> From: [EMAIL PROTECTED]> To: [EMAIL PROTECTED]> > > > > Martin Rubinstein wrote:> > When saving, (playing standalone, all other players AI), data appears to be lost.> > Latest time government type reverted to Despotism from Monarchy> > You mean the government was Monarchy at the beginning of the turn and> changed to Despotism? How do I reproduce? Please attach before and after> savegames to your reply.> > Other examples of loss?> > > > If there is any way to log what the system is doing, please advise - it appears to be some sort of timing problem when the "Game Save" option does not wait for processing to finish.> > > Yes, there is extensive logging available, but you have to compile the game> yourself. ./autogen.sh --enable-debug> > See http://freeciv.wikia.com/wiki/Install to learn more.> > > > Is there a way to advise the server to wait until all commands have been processed, then save.> > The save command is merely another command in a stream of commands, so> processing should already be done in order. Need more examples!> > Processing could be delayed somehow to an appropriate point in the turn,> such as new turn or new phase. But that would prevent multiple saves per> turn. I know that I use that when debugging, so I'm not in favor.> > > > For your information, I was saving at high frequency during this error problem to go back & find out what I (& the AI) were doing - I am used to the commercial game which does not work on Vista.> > > Well, the idea above won't work for that, as it would drop rapid saves> > Why not set the "Turns per autosave" option to 1, and let the game do all> the saving?> > Sell your car for just $30 at CarPoint.com.au. It's simple!
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Re: [Freeciv-Dev] (PR#40036) 2.1.2 savegame data loss on rapid saves

2008-01-29 Thread Martin Rubinstein

http://bugs.freeciv.org/Ticket/Display.html?id=40036 >


Further examination the problem disappears when suppressing the flag to permit 
multiple players to move simultaneously.  Because I am using the default 
screens which are given on the basic download of the new release, I cannot set 
the frequency of autosave.
Please advise
   a) How do I set autosave to each turn.  (It is hidden in the easy 
distribution)
   b) Is there any easy way of saving a list of further options, for use at 
each load.
 
FYI
   a) The government had changed to Monarchy several turns ago.
   b) The save was "Save Game As" with a live client
   c) I am not, unfortunately, good enough with programming on Intel to 
recompile from source, but I will try.
   d) I will dig up several relevant saves & forward, sometime this week.
 
I have very basic C++ knowledge, downloaded Microsoft Visual C++ express.  What 
source language hyave you used for the project?
 
Thank you all volunteers. > Date: Wed, 23 Jan 2008 08:21:19 -0800> Subject: Re: 
[Freeciv-Dev] (PR#40036) 2.1.2 savegame data loss on rapid saves> From: [EMAIL 
PROTECTED]> To: [EMAIL PROTECTED]> > > http://bugs.freeciv.org/Ticket/Display.html?id=40036 >> > William Allen Simpson 
wrote on Jan 23, 04:01 (-0800):> > Martin Rubinstein wrote:> > > When saving, 
(playing standalone, all other players AI), data appears to be lost.> > > 
Latest time government type reverted to Despotism from Monarchy> > > > You mean 
the government was Monarchy at the beginning of the turn and> > changed to 
Despotism? How do I reproduce? Please attach before and after> > savegames to 
your reply.> > This usually happens when the client dies. Then the server 
continues to run> for a short time, aitoggles the human player and produces a 
last all AI> savegame. This appears in top of the savegame list when you 
restart the> client. Since AI switches often government to despotism, thats 
what you'll> find.>!
  > At least this is my wild guess ;-)> > Christian> > -- > Christian Knoke * * 
* http://cknoke.de> * * * * * * * * * Ceterum censeo Microsoft esse 
dividendum.> > 
_
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Further examination the problem disappears when suppressing the flag to permit multiple players to move simultaneously.  Because I am using the default screens which are given on the basic download of the new release, I cannot set the frequency of autosave.
Please advise
   a) How do I set autosave to each turn.  (It is hidden in the easy distribution)
   b) Is there any easy way of saving a list of further options, for use at each load.
 
FYI
   a) The government had changed to Monarchy several turns ago.
   b) The save was "Save Game As" with a live client
   c) I am not, unfortunately, good enough with programming on Intel to recompile from source, but I will try.
   d) I will dig up several relevant saves & forward, sometime this week.
 
I have very basic C++ knowledge, downloaded Microsoft Visual C++ express.  What source language hyave you used for the project?
 
Thank you all volunteers. > Date: Wed, 23 Jan 2008 08:21:19 -0800> Subject: Re: [Freeciv-Dev] (PR#40036) 2.1.2 savegame data loss on rapid saves> From: [EMAIL PROTECTED]> To: [EMAIL PROTECTED]> > > > > William Allen Simpson wrote on Jan 23, 04:01 (-0800):> > Martin Rubinstein wrote:> > > When saving, (playing standalone, all other players AI), data appears to be lost.> > > Latest time government type reverted to Despotism from Monarchy> > > > You mean the government was Monarchy at the beginning of the turn and> > changed to Despotism? How do I reproduce? Please attach before and after> > savegames to your reply.> > This usually happens when the client dies. Then the server continues to run> for a short time, aitoggles the human player and produces a last all AI> savegame. This appears in top of the savegame list when you restart the> client. Since AI switches often government to despotism, thats what you'll> find.> > At least this is my wild guess ;-)> > Christian> > -- > Christian Knoke * * * http://cknoke.de> * * * * * * * * * Ceterum censeo Microsoft esse dividendum.> > Check our comprehensive Salary Centre Overpaid or Underpaid?
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Re: [Freeciv-Dev] (PR#40036) 2.1.2 savegame data loss on rapid saves

2008-01-23 Thread Christian Knoke

http://bugs.freeciv.org/Ticket/Display.html?id=40036 >

William Allen Simpson wrote on Jan 23, 04:01 (-0800):
> Martin Rubinstein wrote:
> > When saving, (playing standalone, all other players AI), data appears to be 
> > lost.
> > Latest time government type reverted to Despotism from Monarchy
> 
> You mean the government was Monarchy at the beginning of the turn and
> changed to Despotism?  How do I reproduce?  Please attach before and after
> savegames to your reply.

This usually happens when the client dies. Then the server continues to run
for a short time, aitoggles the human player and produces a last all AI
savegame. This appears in top of the savegame list when you restart the
client. Since AI switches often government to despotism, thats what you'll
find.

At least this is my wild guess ;-)

Christian

-- 
Christian Knoke* * *http://cknoke.de
* * * * * * * * *  Ceterum censeo Microsoft esse dividendum.



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Re: [Freeciv-Dev] (PR#40036) 2.1.2 savegame data loss on rapid saves

2008-01-23 Thread William Allen Simpson

http://bugs.freeciv.org/Ticket/Display.html?id=40036 >

Martin Rubinstein wrote:
> When saving, (playing standalone, all other players AI), data appears to be 
> lost.
> Latest time government type reverted to Despotism from Monarchy

You mean the government was Monarchy at the beginning of the turn and
changed to Despotism?  How do I reproduce?  Please attach before and after
savegames to your reply.

Other examples of loss?


> If there is any way to log what the system is doing, please advise - it 
> appears to be some sort of timing problem when the "Game Save" option does 
> not wait for processing to finish.
>  
Yes, there is extensive logging available, but you have to compile the game
yourself.  ./autogen.sh --enable-debug

See http://freeciv.wikia.com/wiki/Install to learn more.


> Is there a way to advise the server to wait until all commands have been 
> processed, then save.

The save command is merely another command in a stream of commands, so
processing should already be done in order.  Need more examples!

Processing could be delayed somehow to an appropriate point in the turn,
such as new turn or new phase.  But that would prevent multiple saves per
turn.  I know that I use that when debugging, so I'm not in favor.


> For your information, I was saving at high frequency during this error 
> problem to go back & find out what I (& the AI) were doing - I am used to the 
> commercial game which does not work on Vista.
>  
Well, the idea above won't work for that, as it would drop rapid saves

Why not set the "Turns per autosave" option to 1, and let the game do all
the saving?



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