[Freeciv-Dev] [patch #1798] No AI function pointers to advisor functions

2010-08-04 Thread Marko Lindqvist

Update of patch #1798 (project freeciv):

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


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[Freeciv-Dev] [patch #1797] Move amortize() to advtools.c

2010-08-04 Thread Marko Lindqvist

Update of patch #1797 (project freeciv):

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


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[Freeciv-Dev] [patch #1809] Remove AC_TYPE_SIGNAL from configure.ac

2010-08-04 Thread Marko Lindqvist

URL:
  http://gna.org/patch/?1809

 Summary: Remove AC_TYPE_SIGNAL from configure.ac
 Project: Freeciv
Submitted by: cazfi
Submitted on: Wednesday 08/04/2010 at 11:01
Category: bootstrap
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.3.0

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Details:

* Freeciv has never used results of AC_TYPE_SIGNAL
* AC_TYPE_SIGNAL is marked obsolete since autoconf 2.63




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---
Date: Wednesday 08/04/2010 at 11:01  Name: RmAcTypeSignal.diff  Size: 315B  
By: cazfi

http://gna.org/patch/download.php?file_id=9691

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[Freeciv-Dev] [patch #1807] Update AC_INIT and AM_INIT_AUTOMAKE to new form

2010-08-04 Thread Marko Lindqvist

Follow-up Comment #1, patch #1807 (project freeciv):

* Corrected quotation

(file #9692)
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[Freeciv-Dev] [bug #16310] Perhaps use ${sysconfdir} instead of ${prefix}/etc in m4/ggz.m4

2010-08-04 Thread Karl Goetz

Follow-up Comment #2, bug #16310 (project freeciv):

Sorry, my ggz/m4 foo are almost zero, so i don't think I'll be able to do
that forwarding.

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[Freeciv-Dev] [bug #16354] Amplio2 - old specials

2010-08-04 Thread Daniel Markstedt

Update of bug #16354 (project freeciv):

 Assigned to:  dmarks = hogne  

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Follow-up Comment #3:

I'm ok with that.

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[Freeciv-Dev] [patch #1810] Add xz savegame compression support

2010-08-04 Thread Marko Lindqvist

URL:
  http://gna.org/patch/?1810

 Summary: Add xz savegame compression support
 Project: Freeciv
Submitted by: cazfi
Submitted on: Wednesday 08/04/2010 at 18:23
Category: general
Priority: 5 - Normal
  Status: In Progress
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

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Details:

This still quite rough patch adds support for compressing savegames with xz.
xz is new version of what previously was known as lzma, as is obvious from
function names and such.



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Date: Wednesday 08/04/2010 at 18:23  Name: XzCompression.diff  Size: 17kB  
By: cazfi

http://gna.org/patch/download.php?file_id=9693

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[Freeciv-Dev] [bug #16353] Breakage: Client stuck when server shuts down

2010-08-04 Thread pepeto

Follow-up Comment #1, bug #16353 (project freeciv):

I fail to reproduce. Are you sure it wasn't before revision 17642 (bug
#16301)?


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[Freeciv-Dev] [patch #1790] [ai] remove ai-trade_want as it is not used

2010-08-04 Thread Marko Lindqvist

Update of patch #1790 (project freeciv):

  Status:  Ready For Test = Done   
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [bug #16353] Breakage: Client stuck when server shuts down

2010-08-04 Thread pepeto

Follow-up Comment #2, bug #16353 (project freeciv):

Forgot to mention the logs:

1: in player_diplstate_get() [player.c::266]: assertion 'plr2 != ((void *)0)'
failed.
1: Please report this message at https://gna.org/projects/freeciv/
1: in handle_player_diplstate() [packhand.c::1951]: assertion 'ds != ((void
*)0)' failed.
1: Please report this message at https://gna.org/projects/freeciv/
1: in player_diplstate_get() [player.c::266]: assertion 'plr2 != ((void *)0)'
failed.
1: Please report this message at https://gna.org/projects/freeciv/
1: in handle_player_diplstate() [packhand.c::1951]: assertion 'ds != ((void
*)0)' failed.
1: Please report this message at https://gna.org/projects/freeciv/
1: in player_diplstate_get() [player.c::266]: assertion 'plr2 != ((void *)0)'
failed.
1: Please report this message at https://gna.org/projects/freeciv/
1: in handle_player_diplstate() [packhand.c::1951]: assertion 'ds != ((void
*)0)' failed.
1: Please report this message at https://gna.org/projects/freeciv/
1: in player_diplstate_get() [player.c::266]: assertion 'plr2 != ((void *)0)'
failed.
1: Please report this message at https://gna.org/projects/freeciv/
1: in handle_player_diplstate() [packhand.c::1951]: assertion 'ds != ((void
*)0)' failed.
1: Please report this message at https://gna.org/projects/freeciv/
1: in player_diplstate_get() [player.c::265]: assertion 'plr1 != ((void *)0)'
failed.
1: Please report this message at https://gna.org/projects/freeciv/
1: in handle_player_diplstate() [packhand.c::1951]: assertion 'ds != ((void
*)0)' failed.
1: Please report this message at https://gna.org/projects/freeciv/
1: in player_diplstate_get() [player.c::265]: assertion 'plr1 != ((void *)0)'
failed.
1: Please report this message at https://gna.org/projects/freeciv/
1: in handle_player_diplstate() [packhand.c::1951]: assertion 'ds != ((void
*)0)' failed.
1: Please report this message at https://gna.org/projects/freeciv/
1: in player_diplstate_get() [player.c::265]: assertion 'plr1 != ((void *)0)'
failed.
1: Please report this message at https://gna.org/projects/freeciv/
1: in handle_player_diplstate() [packhand.c::1951]: assertion 'ds != ((void
*)0)' failed.
1: Please report this message at https://gna.org/projects/freeciv/
1: in player_diplstate_get() [player.c::265]: assertion 'plr1 != ((void *)0)'
failed.
1: Please report this message at https://gna.org/projects/freeciv/
1: in handle_player_diplstate() [packhand.c::1951]: assertion 'ds != ((void
*)0)' failed.
1: Please report this message at https://gna.org/projects/freeciv/
1: Lost connection to server!



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[Freeciv-Dev] [bug #16353] Breakage: Client stuck when server shuts down

2010-08-04 Thread pepeto

Follow-up Comment #3, bug #16353 (project freeciv):

Here the backtrace of the first failed assertion:

#0  0x0012d422 in __kernel_vsyscall ()
No symbol table info available.
#1  0x0097b230 in raise () from /lib/tls/i686/cmov/libpthread.so.0
No symbol table info available.
#2  0x081c3f29 in fc_assert_fail (file=0x8217b95 player.c, 
function=0x982ff4 \264^\001, line=266, 
assertion=0x8217bca plr2 != ((void *)0), message=0x0) at log.c:452
level = 11640
#3  0x081b1d1c in player_diplstate_get (plr1=0x0, plr2=0x2) at player.c:266
__FUNCTION__ = player_diplstate_get
#4  0x08082124 in handle_player_diplstate (packet=0x8c09880) at
packhand.c:1949
plr1 = 0x9301b58
plr2 = 0x0
my_player = 0x0
ds = value optimised out
__FUNCTION__ = handle_player_diplstate
#5  0x0808846f in client_handle_packet (type=PACKET_PROCESSING_STARTED, 
packet=0x2) at packhand_gen.c:133
No locals.
#6  0x0805bd79 in client_packet_input (packet=0x8c09880, type=59)
at client_main.c:549
__FUNCTION__ = client_packet_input
#7  0x08061b73 in input_from_server (fd=11) at clinet.c:382
result = true
packet = 0x8c09880
type = PACKET_PLAYER_DIPLSTATE
__FUNCTION__ = input_from_server
#8  0x0055832c in gdk_io_invoke (source=0x8c0e828, condition=G_IO_IN, 
data=0x8c11380) at /build/buildd/gtk+2.0-2.20.1/gdk/gdkevents.c:1082
gdk_cond = GDK_INPUT_READ
#9  0x00922efb in g_io_unix_dispatch (source=0x8c1cda8, 
callback=0x5582d0 gdk_io_invoke, user_data=0x8c11380)
at /build/buildd/glib2.0-2.24.1/glib/giounix.c:162
buffer_condition = value optimised out
#10 0x008de5e5 in g_main_dispatch (context=0x83046f0)
at /build/buildd/glib2.0-2.24.1/glib/gmain.c:1960
dispatch = 0x922eb0 g_io_unix_dispatch
user_data = 0x8c11380
callback = 0x5582d0 gdk_io_invoke
cb_funcs = 0x96c33c
cb_data = 0x8393e88
current_source_link = {data = 0x8c1cda8, next = 0x0}
source = 0x8c1cda8
current = 0x874f520
i = 0
#11 IA__g_main_context_dispatch (context=0x83046f0)
at /build/buildd/glib2.0-2.24.1/glib/gmain.c:2513
No locals.
#12 0x008e22d8 in g_main_context_iterate (context=0x83046f0, 
block=value optimised out, dispatch=1, self=0x82d4800)
at /build/buildd/glib2.0-2.24.1/glib/gmain.c:2591
max_priority = 108
timeout = 0
some_ready = 1
nfds = value optimised out
allocated_nfds = value optimised out
fds = value optimised out
__PRETTY_FUNCTION__ = g_main_context_iterate
#13 0x008e2817 in IA__g_main_loop_run (loop=0x873d588)
at /build/buildd/glib2.0-2.24.1/glib/gmain.c:2799
self = 0x82d4800
__PRETTY_FUNCTION__ = IA__g_main_loop_run
#14 0x0029d309 in IA__gtk_main ()
at /build/buildd/gtk+2.0-2.20.1/gtk/gtkmain.c:1219
tmp_list = 0x8307988
functions = 0x0
init = 0x83486f0
loop = 0x873d588
#15 0x0805afa0 in ui_main (argc=1, argv=0xb474) at gui_main.c:1606
home = value optimised out
sig = value optimised out
__FUNCTION__ = ui_main
#16 0x0805c1c4 in client_main (argc=3, argv=0xb474) at client_main.c:501
i = 3
loglevel = LOG_NORMAL
ui_options = value optimised out
ui_separator = false
option = value optimised out
user_tileset = false
fatal_assertions = 2
__FUNCTION__ = client_main
#17 0x0805a22b in main (argc=3, argv=0xb474) at gui_main.c:1443


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[Freeciv-Dev] [patch #1802] Move ai/ailog.[ch] as server/srv_log.[ch]

2010-08-04 Thread Marko Lindqvist

Follow-up Comment #1, patch #1802 (project freeciv):

* Updated against svn

(file #9694)
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[Freeciv-Dev] [bug #16264] Segmentation fault in map generation

2010-08-04 Thread pepeto

Follow-up Comment #6, bug #16264 (project freeciv):

It is a bug in the generator 1 in smooth_int_map(). This function always
grows the height of the map instead of smoothing. It seems it causes a random
array overflow or value overflow.

Test with size 128, gen 1:

smooth=0, min=0, max=11999
smooth=1, min=3933, max=16807
smooth=2, min=7482, max=27183
smooth=3, min=12748, max=47017
smooth=4, min=21340, max=83428
smooth=5, min=36574, max=149872
smooth=6, min=62547, max=269996
smooth=7, min=106649, max=486398
smooth=8, min=183596, max=876739
smooth=9, min=318608, max=1581545
smooth=10, min=556284, max=2855252
smooth=11, min=975863, max=5158774
smooth=12, min=1718325, max=9327431



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[Freeciv-Dev] [bug #16345] AI shouldn't count as 'players' in metaserver

2010-08-04 Thread pepeto

Follow-up Comment #1, bug #16345 (project freeciv):

You can obtain the real number of human players by doing the difference
between the total number of players and the number of available ones.


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[Freeciv-Dev] [patch #1801] Call ai_data_analyze_rulesets through AI function pointer interface

2010-08-04 Thread Marko Lindqvist

Follow-up Comment #4, patch #1801 (project freeciv):

* Renamed analyze_rulesets as plr_analyze_rulesets to make room for future
function that is called only once for each ai_type.

(file #9695)
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[Freeciv-Dev] [bug #16345] AI shouldn't count as 'players' in metaserver

2010-08-04 Thread kinetic

Follow-up Comment #2, bug #16345 (project freeciv):

The number of available players isn't shown in the 2.2.2 metaserver page in
the gtk client. I only see it on meta.freeciv.org

The only way to find out if someone is playing is to click on the server, and
scroll through the list of players and look for a hostname next to where it
says Human or AI.

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[Freeciv-Dev] [patch #1803] Tool: Map Importer (from Civ4 to Freeciv)

2010-08-04 Thread kinetic

Follow-up Comment #3, patch #1803 (project freeciv):

About the rivers, they are not just a visual issue. Rivers cut movement cost,
add trade, and with a certain option triremes can travel on them.

Also, I'm no lawyer, but the legality of this seems ambigious. Civ 4 is a
commercial game with many copyrights. Freeciv cannot ship code as GPLv2 if it
contains proprietary info (civ4 map definition?).

Its also written in Java, and freeciv is C99 or lua.

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[Freeciv-Dev] [patch #1803] Tool: Map Importer (from Civ4 to Freeciv)

2010-08-04 Thread anonymous

Follow-up Comment #4, patch #1803 (project freeciv):

I feel it would be better to program this as a plugin for freeciv itself -
basically a replacement for savegame.c, which could be refactored to be
modular - that would load the scenario directly into freeciv-server rather
than try to translate it.

Also however, the different rulesets of freeciv and civ4 will give issues,
unless that has been dealt with already.  A specialized ruleset may be
desired for this.  Graphics limitations on freeciv won't allow the exact same
terrain types but some compromises would probably let it work.

-jason


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[Freeciv-Dev] [bug #16319] Game Crashes at End of Turn

2010-08-04 Thread George Koehler

Follow-up Comment #1, bug #16319 (project freeciv):

I tried to reproduce this bug; I am running OpenBSD and my self-compiled S2_2
r17636 with the GTK client. I loaded file #9628, took the Bretons, moved all
my units, and lastly moved the Trireme along the north pole, and then began
the next turn, but I had no crash or problem.

Perhaps the bug is in the SDL client, or in the Windows version of Freeciv?
Can someone who has the SDL client or runs Windows (or does both) try to
reproduce this bug?

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[Freeciv-Dev] [bug #16305] Incorrect sabotage handling for diplomats

2010-08-04 Thread Jacob Nevins

Update of bug #16305 (project freeciv):

  Status:None = Ready For Test 
 Assigned to:None = jtn

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Follow-up Comment #6:

Well, here are some patches which increase Diplomats' chances of sabotaging
city improvements/production. Do we want to apply them?

 Let's come up for a few testcase scenarios to make sure the proposed
changes are somewhat balanced. :)

What sort of thing did you have in mind? I can't think of any way of testing
the balance of this other than play-testing.

(Personally I haven't used Diplomats much, so I don't have a feeling for how
much this might upset things.)

(file #9696, file #9697, file #9698)
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File name: S2_2-diplomat-city-sabotage.diff Size:3 KB
File name: trunk-diplomat-city-sabotage.diff Size:6 KB


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[Freeciv-Dev] [patch #1803] Tool: Map Importer (from Civ4 to Freeciv)

2010-08-04 Thread David Fernandez

Follow-up Comment #5, patch #1803 (project freeciv):

I suggested to syntron the possibility to add this import feature into
freeciv map editor, but he said it is complicated because the map is
generated in the server and the editor moddifies it in the client (if I
understood).
He suggested to create some kind of lua script. But I do not know lua
programing, only c and java. I chose java due to multiplataform support.
My intencion when I upload it here was that maybe people here could upload it
to the /freeciv/contrib/utils/ section, where I already found another java
tool. Or you can import my code to freeciv or lua script, whatever you find
better.

I asked in the forum about possible legality issues before sharing it.
Thinking about it, it is the same than OpenOffice can import MSOffice files.
I guess it should be legal. Note I did not cracked any Civ4 map info, they
are plain txt files with similar information than freeciv files.

I already took some few compromise decisions to create the current importer,
and I think the result is very playable. In fact, I find some imported maps
better than some default freeciv maps.

About rivers, I understand the effect over gameplay, and I see it could be an
issue for some people. I mean that the imported freeciv map includes the same
ammount of rivers than the original civ4 map, and the difference is only
visual.
As I said, I enjoy playing maps with lots of rivers, and people who do not
like them still can try to import civ4 maps where there are less rivers.

Topic in the forums: http://forum.freeciv.org/viewtopic.php?t=6335

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[Freeciv-Dev] [patch #1753] Canadian ruleset new leaders

2010-08-04 Thread J.M. Maalderink

Update of patch #1753 (project freeciv):

  Status:  Ready For Test = Done   
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [patch #1416] Adds ruleset for Republic of Venice

2010-08-04 Thread J.M. Maalderink

Update of patch #1416 (project freeciv):

  Status:  Ready For Test = Done   
 Open/Closed:Open = Closed 


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