[Freeciv-Dev] [patch #2186] Implement specific hash table iterator types

2010-11-09 Thread pepeto

Update of patch #2186 (project freeciv):

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


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[Freeciv-Dev] [patch #2188] Implement genhashs_are_equal()

2010-11-09 Thread pepeto

Update of patch #2188 (project freeciv):

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


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[Freeciv-Dev] [patch #2187] Specific list iterators cleanup and extension

2010-11-09 Thread pepeto

Update of patch #2187 (project freeciv):

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


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[Freeciv-Dev] [bug #13803] [Patch] Start position cleanup and extension

2010-11-09 Thread pepeto

Update of bug #13803 (project freeciv):

  Status:  Ready For Test => Fixed  
 Open/Closed:Open => Closed 


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[Freeciv-Dev] [patch #2189] Use path finding tools for find_something_to_kill()

2010-11-09 Thread pepeto

Update of patch #2189 (project freeciv):

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


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[Freeciv-Dev] [bug #17049] in handle_player_diplstate() [packhand.c::1953]: assertion 'ds != ((void *)0)

2010-11-09 Thread pepeto

URL:
  

 Summary: in handle_player_diplstate() [packhand.c::1953]:
assertion 'ds != ((void *)0)
 Project: Freeciv
Submitted by: pepeto
Submitted on: mardi 09.11.2010 à 09:17
Category: client
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: trunk, S2_3
 Discussion Lock: Any
Operating System: None
 Planned Release: 2.3.0

___

Details:

It occured at client side when a player was split by civil war.


0: in handle_player_diplstate() [packhand.c::1953]: assertion 'ds != ((void
*)0)' failed.
0: SVP, rapportez ce bogue à http://gna.org/projects/freeciv/

Program received signal SIGINT, Interrupt.
0x755d17bb in raise (sig=)
at ../nptl/sysdeps/unix/sysv/linux/pt-raise.c:42
42  in ../nptl/sysdeps/unix/sysv/linux/pt-raise.c
(gdb) bt full
#0  0x755d17bb in raise (sig=)
at ../nptl/sysdeps/unix/sysv/linux/pt-raise.c:42
No locals.
#1  0x0055e07f in fc_assert_fail (file=0x5be71f "player.c", 
function=0x5bec30 "player_diplstate_get", line=273, 
assertion=, message=0x0) at log.c:476
level = LOG_FATAL
#2  0x0054c79e in player_diplstate_get (plr1=, 
plr2=) at player.c:273
__FUNCTION__ = "player_diplstate_get"
#3  0x0043bbbe in handle_player_diplstate (packet=0x4a11780)
at packhand.c:1950
plr1 = 0x4391550
plr2 = 0x0
my_player = 0x4391550
ds = 
__FUNCTION__ = "handle_player_diplstate"
#4  0x00441cf5 in client_handle_packet (type=, 
packet=0x0) at packhand_gen.c:133
No locals.
#5  0x00417abe in client_packet_input (packet=,

type=59) at client_main.c:565
__FUNCTION__ = "client_packet_input"
#6  0x0041d355 in input_from_server (fd=)
at clinet.c:379
result = true
packet = 0x0
type = PACKET_PLAYER_DIPLSTATE
__FUNCTION__ = "input_from_server"
#7  0x74d18d3f in gdk_io_invoke (source=, 
condition=, data=)
at /build/buildd/gtk+2.0-2.20.1/gdk/gdkevents.c:1082
closure = 0x43dadb0
gdk_cond = GDK_INPUT_READ
#8  0x72b348c2 in g_main_dispatch (context=0xb43160)
at /build/buildd/glib2.0-2.24.1/glib/gmain.c:1960
dispatch = 0x72b76e10 
user_data = 0x43dadb0
callback = 0x74d18cf0 
cb_funcs = 0x72dd2610
cb_data = 0x2374d40
current_source_link = {data = 0x18d6ee0, next = 0x0}
source = 0x18d6ee0
current = 0x1641900
i = 1
#9  IA__g_main_context_dispatch (context=0xb43160)
at /build/buildd/glib2.0-2.24.1/glib/gmain.c:2513
No locals.
#10 0x72b38748 in g_main_context_iterate (context=0xb43160, 
block=, dispatch=, 
self=)
at /build/buildd/glib2.0-2.24.1/glib/gmain.c:2591
max_priority = 0
timeout = 0
some_ready = 1
nfds = 4
allocated_nfds = -223062448
fds = 
__PRETTY_FUNCTION__ = "g_main_context_iterate"
#11 0x72b38c55 in IA__g_main_loop_run (loop=0x1640390)
at /build/buildd/glib2.0-2.24.1/glib/gmain.c:2799
self = 0x9af090
__PRETTY_FUNCTION__ = "IA__g_main_loop_run"
#12 0x750dbbb7 in IA__gtk_main ()
at /build/buildd/gtk+2.0-2.20.1/gtk/gtkmain.c:1219
tmp_list = 0xb57900
functions = 0x0
init = 0xbba990
loop = 
#13 0x00416e5f in ui_main (argc=1, argv=0x7fffe328)
at gui_main.c:1637
home = 
sig = 
__FUNCTION__ = "ui_main"
#14 0x00417f3f in client_main (argc=, 
argv=0x7fffe328) at client_main.c:509
i = 3
loglevel = LOG_NORMAL
ui_options = 
ui_separator = false
option = 
user_tileset = false
fatal_assertions = 2
__FUNCTION__ = "client_main"
#15 0x72791c4d in __libc_start_main (main=, 
argc=, ubp_av=, 
init=, fini=, 
rtld_fini=, stack_end=0x7fffe318)
at libc-start.c:226
result = 
unwind_buf = {cancel_jmp_buf = {{jmp_buf = {0, -6661889963760425205,

4272320, 140737488347936, 0, 0, 6661889963077003019, 
6661899918329898763}, mask_was_saved = 0}}, priv = {pad = {
  0x0, 0x0, 0x57ce20, 0x7fffe328}, data = {prev = 0x0, 
  cleanup = 0x0, canceltype = 5754400}}}
not_first_call = 
#16 0x004130e9 in _start ()
No symbol table info available.
(gdb) print *(struct packet_player_diplstate *) 0x4a11780
$1 = {diplstate_id = 275, plr1 = 2, plr2 = 19, type = 5, turns_left = 0, 
  has_reason_to_cancel = 0, contact_turns_left = 0}






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[Freeciv-Dev] [patch #2193] Ionian nation

2010-11-09 Thread Andrzej G.

URL:
  

 Summary: Ionian nation
 Project: Freeciv
Submitted by: artaxes
Submitted on: Tuesday 11/09/2010 at 11:00
Category: rulesets
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

___

Details:

The Greek Ionians.
I suggest flag of Athens.



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File Attachments:


---
Date: Tuesday 11/09/2010 at 11:00  Name: ionian.ruleset  Size: 2kB   By:
artaxes



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[Freeciv-Dev] [bug #16265] Losing connection to server often with large maps

2010-11-09 Thread pepeto

Update of bug #16265 (project freeciv):

  Status:   Confirmed => Need Info  

___

Follow-up Comment #4:

> When playing maps with size 128, I often lose the connection to
> the server. This happens often during game start, end and
> end-of-turn. I'm guessing that it is either because of ping
> timeout, or server segmentation fault.

* If this is a server crash, then there is not enough info to investigate.
* If this is about ping timeout, you can increase it with the setting
'pingtimeout'. Note that hack access level connections (usually localhost
connections) are not dependent of the ping timeout.
* If this is linked with the huge buffer stuff (which is probably the cause
here), I just posted a fix at bug #14882.


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[Freeciv-Dev] [patch #2194] Epirotan nation

2010-11-09 Thread Andrzej G.

URL:
  

 Summary: Epirotan nation
 Project: Freeciv
Submitted by: artaxes
Submitted on: Tuesday 11/09/2010 at 11:22
Category: rulesets
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

___

Details:

The Ancient Epirus.



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---
Date: Tuesday 11/09/2010 at 11:22  Name: epirotan.ruleset  Size: 2kB   By:
artaxes



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[Freeciv-Dev] [task #7231] S2_3 translatable string freeze

2010-11-09 Thread pepeto

Update of task #7231 (project freeciv):

  Depends on: => patch #2076


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[Freeciv-Dev] [task #7230] S2_3 network protocol freeze

2010-11-09 Thread pepeto

Update of task #7230 (project freeciv):

  Dependency Removed: => bugs #16265


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[Freeciv-Dev] [bug #17051] Creating players from the lua script display strange messages

2010-11-09 Thread pepeto

URL:
  

 Summary: Creating players from the lua script display
strange messages
 Project: Freeciv
Submitted by: pepeto
Submitted on: mardi 09.11.2010 à 11:35
Category: general
Severity: 2 - Minor
Priority: 3 - Low
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: trunk
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

... probably not initialized data.




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[Freeciv-Dev] [bug #14882] Crash after turn done

2010-11-09 Thread pepeto

Update of bug #14882 (project freeciv):

  Status:   Confirmed => Ready For Test 
 Assigned to:None => pepeto 
 Planned Release: => 2.3.0, 2.4.0   

___

Follow-up Comment #3:

Fix attached that force to flush the packets in the compression queue when
this queue size is over MAX_LEN_BUFFER. It doesn't require a capability
string change.


(file #11164)
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Additional Item Attachment:

File name: trunk_S2_3_force_send_huge_packet_data.diff Size:6 KB


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[Freeciv-Dev] [task #7230] S2_3 network protocol freeze

2010-11-09 Thread pepeto

Update of task #7230 (project freeciv):

  Dependency Removed: => bugs #14882


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[Freeciv-Dev] [bug #14278] wish: allied victory option

2010-11-09 Thread pepeto

Update of bug #14278 (project freeciv):

  Status:None => Ready For Test 

___

Follow-up Comment #1:

Patch attached.

It also fixes several bugs in check_for_game_over():
* When end turn exceeded, there was no check for a military victory in the
previous turn.
* Space ship arrival was a bit buggy:
** There was missing messages when two spaceships were arriving
simultaneously.
** It was always stopping to check at first arrival, not even if no
victory...
** There was no check for surrendered players.
* It was impossible to play a single team game.


(file #11167)
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File name: trunk_S2_3_allied_victory.diff Size:15 KB


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[Freeciv-Dev] [patch #2195] New Early Germanic nations

2010-11-09 Thread Andrzej G.

URL:
  

 Summary: New Early Germanic nations
 Project: Freeciv
Submitted by: artaxes
Submitted on: Tuesday 11/09/2010 at 13:53
Category: rulesets
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

___

Details:

The Gepids, early Goths, Langobards.



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File Attachments:


---
Date: Tuesday 11/09/2010 at 13:53  Name: gepid.ruleset  Size: 990B   By:
artaxes


---
Date: Tuesday 11/09/2010 at 13:53  Name: gothic.ruleset  Size: 2kB   By:
artaxes



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[Freeciv-Dev] [task #7229] S2_3 datafile format freeze

2010-11-09 Thread pepeto

Update of task #7229 (project freeciv):

  Depends on: => patch #2076


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[Freeciv-Dev] Questions about Freeciv development.

2010-11-09 Thread David
Hello

I posted these questions on the forums and it was suggested i emailed them
to you instead

I am doing a project about Freeciv for my IT course and I need some answers
to the following questions.

1. What is the development methodology used in Freeciv?

2. What is the Testing methodology used in Freeciv?

3. What are the Documentation standards used in Freeciv?

If you could help that would be greatly appreciated.

Thanks in Advance

Regards

David

-- 
Only when the last tree has died and the last river has been poisoned and
the last fish has been caught will we realize that we cannot eat money.
--
Website: http://wonx2150.dragonhost.net.au/
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[Freeciv-Dev] [patch #1910] Command /ignore for server

2010-11-09 Thread anonymous

Follow-up Comment #7, patch #1910 (project freeciv):

Now that it seems ready to be deployed within next version, we've been
talking about a new command, that would protect every user from people who
insult, that would be a command issued only by the server dictator:

/mute 

and all chat from  would go to /dev/null

The purpose of that is to protect users which do not know /ignore command
from annoying people.
ks.

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[Freeciv-Dev] [patch #1910] Command /ignore for server

2010-11-09 Thread anonymous

Follow-up Comment #8, patch #1910 (project freeciv):

I vote for this. 
There is some more reasons for a /mute command too:

First, if players suspect an observer is giving away info to other players,
destroying the fun of the game, they can cast a vote to mute that observer
for all players.

Second, new players usually don't read messages all time. So when they
finally do, in the case of some players, they will be met by countless
messages of poor quality. 

For this reason, it would be nice if there was a /mute that silenced an
observer for both democratic (/cmdlevel basic) and games with a dictator
(/cmdlevel first).

Pekka

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[Freeciv-Dev] [patch #1910] Command /ignore for server

2010-11-09 Thread Alberto Bonsanto

Follow-up Comment #9, patch #1910 (project freeciv):

I agree totally, and maybe add too a filter or something like in warclient
where observers can't send coordinates. 


Thanks pepeto! :D
Master-Noobie

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[Freeciv-Dev] [patch #1910] Command /ignore for server

2010-11-09 Thread anonymous

Follow-up Comment #10, patch #1910 (project freeciv):

both /mute and /ignore features are just necessity when playing a game with
chat. I would gladly finally find those also in freeciv. Good work guys!

KG

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[Freeciv-Dev] [patch #1910] Command /ignore for server

2010-11-09 Thread pepeto

Follow-up Comment #11, patch #1910 (project freeciv):

Unfortunately, S2_3 is in a pre-freezing state. I doubt I will have time to
get it in. What do you think it is more urgent between /kick and /mute?


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[Freeciv-Dev] [bug #16451] Game crash after ending of turn

2010-11-09 Thread anonymous

Follow-up Comment #8, bug #16451 (project freeciv):

I think I have managed to reproduce the bug one more time. Savegame file and
core are enclosed, please see it.

(file #11171, file #11172)
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Additional Item Attachment:

File name: freeciv +2417 end.sav.gz   Size:886 KB
File name: freeciv-server.RPT Size:2 KB


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[Freeciv-Dev] [bug #16451] Game crash after ending of turn

2010-11-09 Thread pepeto

Update of bug #16451 (project freeciv):

  Status:   Need Info => Duplicate  
 Assigned to:None => pepeto 
 Open/Closed:Open => Closed 

___

Follow-up Comment #9:

The core shows Freeciv tried to read at address 0x10 (probably ((struct tile
*) NULL)->index if your processor is a 32-bits one). It shows that the goto
tile hasn't been assigned at right time. This is exactly a duplicate of bug
#16657. This bug is already fixed in the repository, but we will have to wait
for Freeciv 2.2.4 release to see it fixed.

Thank you for the report.


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[Freeciv-Dev] [patch #1910] Command /ignore for server

2010-11-09 Thread Alberto Bonsanto

Follow-up Comment #12, patch #1910 (project freeciv):

Personally i think /mute is better, but /mute can be for more than only 3
turns, because maybe the evil guy can wait until his mute ends and give the
info to the other player or spam like crazy again.

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[Freeciv-Dev] [patch #1910] Command /ignore for server

2010-11-09 Thread pekka

Follow-up Comment #13, patch #1910 (project freeciv):

What will be the difference between /cut and /kick. Will the /kick block user
from reconnect? The problem with them all, /mute /ignore /cut is that a
observer can just reconnect. And if the command is tied to login-name, they
will reconnect using a new name. 
If we really want to stop spamming and bad game-etiquette there should be a
/block that block login from a specified IP adress until the block is lifted
or game is over. 

Pekka


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[Freeciv-Dev] [patch #1910] Command /ignore for server

2010-11-09 Thread pepeto

Follow-up Comment #14, patch #1910 (project freeciv):

* /cut is based in the username.
* /ignore is based on username, hostname or ip (you choose).
* /mute is based on ip. Reconnecting doesn't help, even with a new name.
* /kick is based on username, hostname and ip. You cannot reconnect with the
same name, neither from this address.

Your /block command is just a variant of /kick.


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[Freeciv-Dev] [patch #1910] Command /ignore for server

2010-11-09 Thread Alberto Bonsanto

Follow-up Comment #15, patch #1910 (project freeciv):

please don't forget about the coordinates (links) filter, because observers
may cheat and give info to the enemy.

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[Freeciv-Dev] [patch #1910] Command /ignore for server

2010-11-09 Thread pepeto

Follow-up Comment #16, patch #1910 (project freeciv):

Please, raise a new bug item for this.


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