[Freeciv-Dev] [patch #3539] Scorelog: new tags and details

2012-10-09 Thread Marko Lindqvist
Update of patch #3539 (project freeciv):

  Status:None = Ready For Test 
 Planned Release: = 2.5.0  

___

Follow-up Comment #2:

 Freeciv 2.3.2.

Not strictly a bugfix, and more importantly changes file format potentially
breaking existing tools parsing it, so cannot be accepted to stable brances.
Setting 2.5 target.

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[Freeciv-Dev] [bug #19852] Multiplayer ruleset: can get free techs from Darwin's Voyage multiple times

2012-10-09 Thread Marko Lindqvist
Update of bug #19852 (project freeciv):

  Status:  Ready For Test = Fixed  
 Assigned to:None = cazfi  
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [patch #3541] Mark buoys unbuildable in multiplayer ruleset

2012-10-09 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?3541

 Summary: Mark buoys unbuildable in multiplayer ruleset
 Project: Freeciv
Submitted by: cazfi
Submitted on: Tue 09 Oct 2012 11:30:52 AM EEST
Category: rulesets
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.4.0, 2.5.0

___

Details:

Due to limitations of how base owner is currently determined from tile owner,
buoys do not work correctly (they do not get set up correctly when loaded from
savegame) when borders are disabled.
Multiplayer ruleset has borders disabled by default, yet it has buoys.
We cannot remove buoys completely from the ruleset for compatibility with old
savegames where they may be present, but attached patch makes it impossible to
build any more of them.

This is behavior change enough (one has no buoys available for even games run
at once without saving and loading) for me not to target it to S2_3.



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File Attachments:


---
Date: Tue 09 Oct 2012 11:30:52 AM EEST  Name: UnbuildableBuoys.patch  Size:
954B   By: cazfi

http://gna.org/patch/download.php?file_id=16676

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[Freeciv-Dev] [patch #3542] Make multiplayer ruleset to require multiple players by default

2012-10-09 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?3542

 Summary: Make multiplayer ruleset to require multiple players
by default
 Project: Freeciv
Submitted by: cazfi
Submitted on: Tue 09 Oct 2012 11:47:59 AM EEST
Category: rulesets
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.4.0, 2.5.0

___

Details:

Set minplayers to 2 in multiplayer game.ruleset




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File Attachments:


---
Date: Tue 09 Oct 2012 11:47:59 AM EEST  Name: MPRequiresMP.patch  Size: 469B  
By: cazfi

http://gna.org/patch/download.php?file_id=16677

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[Freeciv-Dev] [patch #3543] Switch from GdkColor to GdkRGBA

2012-10-09 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?3543

 Summary: Switch from GdkColor to GdkRGBA
 Project: Freeciv
Submitted by: cazfi
Submitted on: Tue 09 Oct 2012 12:26:13 PM EEST
Category: client-gtk-3.0
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.5.0

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Details:

This ticket is about patch #3469 patchset patch 3/60 by Rafał Mużyło
galtgendo : 0003-switch-from-GdkColor-to-GdkRGBA.patch

Attached version has just minor coding style corrections.



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File Attachments:


---
Date: Tue 09 Oct 2012 12:26:13 PM EEST  Name: GdkRGBA.patch  Size: 22kB   By:
cazfi

http://gna.org/patch/download.php?file_id=16678

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[Freeciv-Dev] [patch #3469] Get rid of most deprecated warning

2012-10-09 Thread Marko Lindqvist
Follow-up Comment #28, patch #3469 (project freeciv):

3/60 is being handled as patch #3543

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Re: [Freeciv-Dev] S2_4 valgrind

2012-10-09 Thread Jacob Nevins
Marko Lindqvist writes:
  Memory-leak wise S2_4 server seems to be in excellent condition! I
 just had server-only autogame running in valgrind for several days. In
 the end there was just a bit over 300k of unfreed memory. Seems like
 there was no single continuous leak - that 300k is just some buffers
 allocated in the beginning, kept in memory and not freed in the end.

Hurrah!

A few astring buffers are expected to leak, due to its idiomatic use.
From astring.c:

  One pattern for using astr_str() is to replace static buffers in
  functions that return a pointer to static storage. Where previously
  you would have had e.g. static struct buf[128] with an arbitrary
  size limit, you can have static struct astring buf, and re-use the
  same astring on subsequent calls; the caller should behave the
  same (only reading the string and not freeing it).

So instead of tying up storage in a fixed-size static buffer for the
convenience of the caller not having to take responsibility for
freeing the storage, you're tying up a malloc block of some random
size. The malloc block from the last time the function was called will
hang around at program exit. I could imagine some of those strings
being substantial (e.g., in helper functions for constructing help
texts).

Perhaps these will be easy to teach valgrind to spot?

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[Freeciv-Dev] [patch #3348] move unit popups in citydlg slightly

2012-10-09 Thread Marko Lindqvist
Update of patch #3348 (project freeciv):

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


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[Freeciv-Dev] [bug #20230] Paratrooper value evaluation fails assert when ocean city as target

2012-10-09 Thread Marko Lindqvist
URL:
  http://gna.org/bugs/?20230

 Summary: Paratrooper value evaluation fails assert when ocean
city as target
 Project: Freeciv
Submitted by: cazfi
Submitted on: Tue 09 Oct 2012 01:42:16 PM EEST
Category: ai
Severity: 3 - Normal
Priority: 5 - Normal
  Status: Ready For Test
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 2.3.3, 2.4.0, 2.5.0

___

Details:

Code evaluating how useful paratrooper would be in attacking a city calls
continent_size() which asserts that tile in question is land tile.

Fix attached.



___

File Attachments:


---
Date: Tue 09 Oct 2012 01:42:16 PM EEST  Name: OceanCityParatrooper.patch 
Size: 1kB   By: cazfi

http://gna.org/bugs/download.php?file_id=16679
---
Date: Tue 09 Oct 2012 01:42:16 PM EEST  Name: OceanCityParatrooper-S2_3.patch 
Size: 1kB   By: cazfi

http://gna.org/bugs/download.php?file_id=16680

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[Freeciv-Dev] [bug #20231] AI considers unit to get 2 veteran levels in civ2 ruleset

2012-10-09 Thread Marko Lindqvist
URL:
  http://gna.org/bugs/?20231

 Summary: AI considers unit to get 2 veteran levels in civ2
ruleset
 Project: Freeciv
Submitted by: cazfi
Submitted on: Wed 10 Oct 2012 12:17:25 AM EEST
Category: ai
Severity: 3 - Normal
Priority: 5 - Normal
  Status: Ready For Test
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 2.5.0

___

Details:

I got failed assert with civ2 ruleset from get_virtual_defense_power()
considering virtual unit to get 2 veteran levels (barracks + Sun Tzu?)

That's due to do_unit_virtual() returning just the veteran build effect value.
When we did related fix to unit building, it was the caller, not
do_unit_virtual(), that implemented the cap. Other callers are still broken.

Fix attached.

I still need to check if stable branches - with just boolean veterancy effect
- need similar fix for units that have just 1 veterancy level (i.e. cannot get
any veterancy)



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File Attachments:


---
Date: Wed 10 Oct 2012 12:17:25 AM EEST  Name: Civ2LimitVeteranLevels.patch 
Size: 996B   By: cazfi

http://gna.org/bugs/download.php?file_id=16681

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[Freeciv-Dev] [bug #20231] AI considers unit to get 2 veteran levels in civ2 ruleset

2012-10-09 Thread Marko Lindqvist
Follow-up Comment #1, bug #20231 (project freeciv):

 virtual unit to get 2 veteran levels (barracks + Sun Tzu?)

That requires more investigation. Sun Tzu's veteran build effect has all types
of Barracks as nreqs, so they shouldn't be cumulative. While previous patch is
needed for one bug (effect value not capped to max veteran levels) under civ2
ruleset effect value should never be over 1 in the first place - having value
2 here indicates second bug, maybe in ruleset itself.

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[Freeciv-Dev] [bug #20231] AI considers unit to get 2 veteran levels in civ2 ruleset

2012-10-09 Thread Marko Lindqvist
Follow-up Comment #2, bug #20231 (project freeciv):

It seems that city has both Barracks II and Barracks. Usually this is
impossible as Barracks get obsoleted by the time Barracks II become
available.
I suspect that Barracks II was built by former owner, city got conquered by
someone without Gunpowder and thus able to still build Barracks.

We've relied on that only one of Barracks / Barracks II / Barracks III can be
present in almost every one of our supplied rulesets. If I can confirm that in
special cases that's not true, all those rulesets need to be adjusted so that
no multiple veterancy levels are provided with multiple barracks.

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[Freeciv-Dev] [bug #20232] Multiple veteran levels thanks to Barracks + Barracks II

2012-10-09 Thread Marko Lindqvist
URL:
  http://gna.org/bugs/?20232

 Summary: Multiple veteran levels thanks to Barracks +
Barracks II
 Project: Freeciv
Submitted by: cazfi
Submitted on: Wed 10 Oct 2012 01:58:34 AM EEST
Category: rulesets
Severity: 3 - Normal
Priority: 5 - Normal
  Status: In Progress
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 2.5.0

___

Details:

As explained in bug #20231, it's possible (now confirmed) that city ends up
with more than one of Barracks / Barracks II / Barracks III.
In stable branches that's not a problem as Veteran_Build effect value is
considered boolean anyway, but in TRUNK it means that multiple veteran levels
can be gained from different barracks.




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[Freeciv-Dev] [bug #20231] AI considers unit to get 2 veteran levels in civ2 ruleset

2012-10-09 Thread Marko Lindqvist
Follow-up Comment #3, bug #20231 (project freeciv):

bug #20232 is for the second (ruleset) bug. This ticket remains for the
missing cap.

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[Freeciv-Dev] [bug #20232] Multiple veteran levels thanks to Barracks + Barracks II

2012-10-09 Thread Marko Lindqvist
Update of bug #20232 (project freeciv):

  Status: In Progress = Ready For Test 

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Follow-up Comment #1:

Fix

(file #16682)
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Additional Item Attachment:

File name: MultiBarracksFix.patch Size:5 KB


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[Freeciv-Dev] [bug #17658] Translate msgid freeciv 2.3.0

2012-10-09 Thread Marko Lindqvist
Update of bug #17658 (project freeciv):

  Status:  Ready For Test = Fixed  
 Assigned to:None = cazfi  
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [patch #3495] Starting with first city placed

2012-10-09 Thread Marko Lindqvist
Update of patch #3495 (project freeciv):

  Status:  Ready For Test = Done   
 Assigned to:None = cazfi  
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [patch #3535] Fix road's native_to comment in rulesets

2012-10-09 Thread Marko Lindqvist
Update of patch #3535 (project freeciv):

  Status:  Ready For Test = Done   
 Assigned to:None = cazfi  
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [patch #3346] Ranklog: add player's score to log -- rank even if game ends for /endturn

2012-10-09 Thread Marko Lindqvist
Follow-up Comment #15, patch #3346 (project freeciv):

When I /endgame, client popup still says that game ended in draw. Ranklog file
has been written with me as winner.


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