[Freeciv-Dev] [patch #3539] Scorelog: new tags and details
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. ___ Reply to this item at: http://gna.org/patch/?3539 ___ 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 #19852] Multiplayer ruleset: can get free techs from Darwin's Voyage multiple times
Update of bug #19852 (project freeciv): Status: Ready For Test = Fixed Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?19852 ___ 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] [patch #3541] Mark buoys unbuildable in multiplayer ruleset
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. ___ 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 ___ Reply to this item at: http://gna.org/patch/?3541 ___ 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] [patch #3542] Make multiplayer ruleset to require multiple players by default
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 ___ 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 ___ Reply to this item at: http://gna.org/patch/?3542 ___ 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] [patch #3543] Switch from GdkColor to GdkRGBA
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 ___ 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. ___ 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 ___ Reply to this item at: http://gna.org/patch/?3543 ___ 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] [patch #3469] Get rid of most deprecated warning
Follow-up Comment #28, patch #3469 (project freeciv): 3/60 is being handled as patch #3543 ___ Reply to this item at: http://gna.org/patch/?3469 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] S2_4 valgrind
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? ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3348] move unit popups in citydlg slightly
Update of patch #3348 (project freeciv): Status:None = Done Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?3348 ___ 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 #20230] Paratrooper value evaluation fails assert when ocean city as target
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 ___ Reply to this item at: http://gna.org/bugs/?20230 ___ 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 #20231] AI considers unit to get 2 veteran levels in civ2 ruleset
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) ___ 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 ___ Reply to this item at: http://gna.org/bugs/?20231 ___ 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 #20231] AI considers unit to get 2 veteran levels in civ2 ruleset
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. ___ Reply to this item at: http://gna.org/bugs/?20231 ___ 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 #20231] AI considers unit to get 2 veteran levels in civ2 ruleset
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. ___ Reply to this item at: http://gna.org/bugs/?20231 ___ 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 #20232] Multiple veteran levels thanks to Barracks + Barracks II
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. ___ Reply to this item at: http://gna.org/bugs/?20232 ___ 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 #20231] AI considers unit to get 2 veteran levels in civ2 ruleset
Follow-up Comment #3, bug #20231 (project freeciv): bug #20232 is for the second (ruleset) bug. This ticket remains for the missing cap. ___ Reply to this item at: http://gna.org/bugs/?20231 ___ 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 #20232] Multiple veteran levels thanks to Barracks + Barracks II
Update of bug #20232 (project freeciv): Status: In Progress = Ready For Test ___ Follow-up Comment #1: Fix (file #16682) ___ Additional Item Attachment: File name: MultiBarracksFix.patch Size:5 KB ___ Reply to this item at: http://gna.org/bugs/?20232 ___ 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 #17658] Translate msgid freeciv 2.3.0
Update of bug #17658 (project freeciv): Status: Ready For Test = Fixed Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?17658 ___ 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] [patch #3495] Starting with first city placed
Update of patch #3495 (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?3495 ___ 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] [patch #3535] Fix road's native_to comment in rulesets
Update of patch #3535 (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?3535 ___ 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] [patch #3346] Ranklog: add player's score to log -- rank even if game ends for /endturn
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. ___ Reply to this item at: http://gna.org/patch/?3346 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev