[Freeciv-Dev] [bug #13702] [Bugfix] City lost to enemy seen as owned

2009-06-16 Thread Marko Lindqvist

Update of bug #13702 (project freeciv):

Category:None = general
  Status:None = Fixed  
 Assigned to:None = cazfi  
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [bug #13706] [Bugfix] Homecity field accessed from already freed unit

2009-06-16 Thread Marko Lindqvist

URL:
  http://gna.org/bugs/?13706

 Summary: [Bugfix] Homecity field accessed from already freed
unit
 Project: Freeciv
Submitted by: cazfi
Submitted on: Wednesday 06/17/2009 at 00:04
Category: general
Severity: 3 - Normal
Priority: 1 - Later
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 
Operating System: None

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Details:

wipe_unit() uses punit-homecity after unit is already removed. Fix attached.



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File Attachments:


---
Date: Wednesday 06/17/2009 at 00:04  Name: HomecityId.diff  Size: 806B   By:
cazfi

http://gna.org/bugs/download.php?file_id=5983

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[Freeciv-Dev] [bug #13707] [Patch] Free memory allocated by init_nls()

2009-06-16 Thread Marko Lindqvist

URL:
  http://gna.org/bugs/?13707

 Summary: [Patch] Free memory allocated by init_nls()
 Project: Freeciv
Submitted by: cazfi
Submitted on: Wednesday 06/17/2009 at 00:49
Category: None
Severity: 3 - Normal
Priority: 1 - Later
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 
Operating System: None

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Details:

Free memory allocated by init_nls() when program quits in order. Makes
valgrind reports a bit cleaner at least.



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File Attachments:


---
Date: Wednesday 06/17/2009 at 00:49  Name: NlsMemLeakFix.diff  Size: 2kB  
By: cazfi

http://gna.org/bugs/download.php?file_id=5984

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[Freeciv-Dev] [bug #13708] [Patch] Fix memory leak in sea barbarian creation

2009-06-16 Thread Marko Lindqvist

URL:
  http://gna.org/bugs/?13708

 Summary: [Patch] Fix memory leak in sea barbarian creation
 Project: Freeciv
Submitted by: cazfi
Submitted on: Wednesday 06/17/2009 at 01:44
Category: None
Severity: 3 - Normal
Priority: 1 - Later
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 
Operating System: None

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Details:

Creation of barbarian boat causes call to ai_data_get() after
ai_data_phase_done() is called for the turn. ai_data_get() has side-effect of
sometimes calling ai_data_phase_done() and ai_data_phase_init(). There is
memory leak when there is no ai_data_phase_done() between two
ai_data_phase_init() calls.

Attached patch fixes this memory leak by wrapping sea barbarian creation
between separate ai_data_phase_init() and ai_data_phase_done() calls. We
can't extend turn's main ai_data_phase_init() and ai_data_phase_done()
there.




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File Attachments:


---
Date: Wednesday 06/17/2009 at 01:44  Name: CreateBarbDataPhase.diff  Size:
591B   By: cazfi

http://gna.org/bugs/download.php?file_id=5985

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[Freeciv-Dev] [bug #13709] Switch from toluaxx to tolua-5.1b

2009-06-16 Thread Marko Lindqvist

URL:
  http://gna.org/bugs/?13709

 Summary: Switch from toluaxx to tolua-5.1b
 Project: Freeciv
Submitted by: cazfi
Submitted on: Wednesday 06/17/2009 at 02:33
Category: None
Severity: 3 - Normal
Priority: 1 - Later
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 
Operating System: None

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Details:

First some history: When we updated lua to 5.1 there was no lua-5.1
compatible version of tolua. We had to switch from tolua to toluaxx. Quality
of toluaxx has been somewhat shaky and it seems that it's dead project.
Nowadays there is lua-5.1 compatible version of tolua, tolua-5.1b. I think
it's time to switch from toluaxx back to tolua.

Consider this notification as patch to add tolua-5.1b directory under
dependencies; if nobody objects within 24h I'll add it.




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Re: [Freeciv-Dev] [PATCH] Agent calls are never equal if they are to different agents

2009-06-16 Thread Madeline Book
On 15/06/2009, Bernd Jendrissek bernd.jendris...@gmail.com wrote:
 On Tue, Jun 9, 2009 at 3:44 AM, Madeline Bookmadeline.b...@gmail.com
 wrote:
 You should know that the agents framework suffers from
 a number of design problems and has not been actively
 maintained by anyone in a long time, the original author
 no longer begin involved in freeciv development and nobody
 else really interested in learning how it should work or how
 to fix it and make use of it.

 Could you elaborate please?  I haven't been subscribed in a few years
 so I'm not up-to-date with current memes.  You don't need to do my
 homework for me; I'm just looking for *what* to look for.  Design
 problems worries me, if I'm going to be depending on agent callbacks.

For cma in particular: it is slow (no CPU computation should take
longer than a second; the algorithm does not scale), inefficient (too
much client-server communication making it unwieldy in online
games), does not adapt well to non-default game rules (the ugly
cross-dependence of common/ files and untested behavior for other
rulesets), and fails to accomodate even basic game situations that
occur again and again (no way to prevent greedy tile grabbing, no
way to fix tile usage, recomputation right at the very moment when
client needs to be responsive, etc., etc.).

(I mention in passing that the entire attribute system should be
removed, and probably would have been long ago, were it not for
the single annoying dependence of the cma on it.)

Every potential agent implementation must consider whether it fails
in the above mentioned respects at least. In general there is also the
question whether client side automation afforded by agents is even
desirable for freeciv, as then it may degenerate in to battle of computer
programs rather than players.

For example in the case of the city worker twiddling problem that
cma tries to alleviate (player does not have to micro-manage citizens,
in theory), one should also consider fixing the design of the game
itself. That is, instead of throwing AI at the game problem, consider
finding and proposing better game mechanics that would not suffer
the same player annoyances.

Then there is the current problem of agent implementations almost
always requiring to keep track of some form of state between
activations, but the design of freeciv packets makes this quite
cumbersome at best (cf. the request id hacks used by cma). In brief,
there is poor support for stateful client side programming (other
parts of freeciv suffer from this too, and I have a solution in mind,
but have not yet had time to make a test implementation).

Finally I would just like to mention lua as a much better candidate
for work than the agents framework. Extending and implementing
all non-resource intensive code in a lua engine would do wonders
for AI programming, both on the server and the client side. At
least so my dream goes, assuming that the lua integration is done
right. ;)


All that said, if you are some programming wizard and have already
made some significant improvements to the agents system and
implemented some useful features, feel free to post your patches
for possible inclusion in the development version; at least we would
have something more fruitful and concrete to discuss rather than
past mistakes and vague generalities.



何かがモニターのピクセルを一つずつ食べてしまう。

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