[Freeciv-Dev] [bug #20553] Units with both icon and orientation sprites display icon everywhere

2013-02-24 Thread Marko Lindqvist
URL:
  

 Summary: Units with both icon and orientation sprites display
icon everywhere
 Project: Freeciv
Submitted by: cazfi
Submitted on: Sun 24 Feb 2013 10:21:18 AM EET
Category: client
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: 2.4.0, 2.5.0

___

Details:

If unit has both icon sprite and orientation sprites, icon gets displayed even
in mapview.




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[Freeciv-Dev] [bug #20553] Units with both icon and orientation sprites display icon everywhere

2013-02-24 Thread Marko Lindqvist
Update of bug #20553 (project freeciv):

  Status: In Progress => Ready For Test 

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Additional Item Attachment:

File name: IconAndFacing.patchSize:13 KB


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[Freeciv-Dev] [bug #20551] failed to compile luasql

2013-02-24 Thread Lavrentij P Berija
Follow-up Comment #2, bug #20551 (project freeciv):

Compiled luasql from git ( https://github.com/keplerproject/luasql ). fcser
throws an error
~/soft/freeciv/trunk/server/.libs/lt-freeciv-server: symbol lookup error:
~/soft/freeciv/trunk/server/.libs/libfreeciv-srv.so.0: undefined symbol:
rl_attempted_completion_function
whether I build with readline support or not. Is that a separate bug?

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[Freeciv-Dev] [bug #20551] failed to compile luasql

2013-02-24 Thread Marko Lindqvist
Follow-up Comment #3, bug #20551 (project freeciv):

> backport from luasql development version if required changes are
> there

I think we could adapt parts of this commit:
https://github.com/keplerproject/luasql/commit/21eb9b968c44c7f44ebf8686153d91e15c84b874

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[Freeciv-Dev] [bug #20551] failed to compile luasql

2013-02-24 Thread Marko Lindqvist
Follow-up Comment #4, bug #20551 (project freeciv):

> undefined symbol: rl_attempted_completion_function 

We've seen that before, I think: bug #19859

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[Freeciv-Dev] [patch #3675] Rivers as road types in rulesets

2013-02-24 Thread Marko Lindqvist
Update of patch #3675 (project freeciv):

  Status: In Progress => Ready For Test 

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Follow-up Comment #4:

- Updated to apply against svn HEAD

(file #17328)
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Additional Item Attachment:

File name: RiverRulesetRoads-3.patch  Size:15 KB


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[Freeciv-Dev] [bug #20551] failed to compile luasql: not compatible with Lua 5.2

2013-02-24 Thread Jacob Nevins
Update of bug #20551 (project freeciv):

 Summary: failed to compile luasql => failed to compile
luasql: not compatible with Lua 5.2


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[Freeciv-Dev] [bug #19859] Server fails to find rl_attempted_completion_function

2013-02-24 Thread Jacob Nevins
Follow-up Comment #9, bug #19859 (project freeciv):

Seen again recently in passing in bug #20551.

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[Freeciv-Dev] [bug #19859] Server fails to find rl_attempted_completion_function

2013-02-24 Thread Lavrentij P Berija
Follow-up Comment #10, bug #19859 (project freeciv):

Does anyone else get this bug? Is it Ubuntu (maybe, Debian) specific?

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[Freeciv-Dev] [bug #20555] Client fails to kill server when it fails to get 'hack' access

2013-02-24 Thread Jacob Nevins
URL:
  

 Summary: Client fails to kill server when it fails to get
'hack' access
 Project: Freeciv
Submitted by: jtn
Submitted on: Sun Feb 24 13:10:31 2013
Category: client
Severity: 2 - Minor
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: Any
 Planned Release: 

___

Details:

Noted in bug #18467 ("bug 2"):

If the client's handle_single_want_hack_reply() finds that hack is denied for
some reason, it says "Failed to obtain the required access level to take
control of the server. The server will now be shutdown." But the server is not
shut down.

I think this is because client_kill_server() tries to do "/quit" if the
connection to the server is still up. But "/quit" requires hack access...

I think it would be sufficient to add a "client_has_hack" test in
client_kill_server(), which will push it down the process-kill path. (But I
haven't tested it.)

(Also the message should probably say "attempting to shut down", as if you
didn't get hack you might not be able to shut it down either, say if you've
somehow connected to a server you didn't start.)




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[Freeciv-Dev] [bug #18467] Client fails to get "hack" access to spawned server

2013-02-24 Thread Jacob Nevins
Follow-up Comment #6, bug #18467 (project freeciv):

> Fortunately for that user, the server apparently is *not* shut 
> down (bug 2?)
Raised as bug #20555.

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[Freeciv-Dev] [bug #20556] No way to disable hack access of new clients of local server with same user

2013-02-24 Thread Jacob Nevins
URL:
  

 Summary: No way to disable hack access of new clients of
local server with same user
 Project: Freeciv
Submitted by: jtn
Submitted on: Sun Feb 24 14:35:32 2013
Category: None
Severity: 1 - Wish
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

When I'm testing Freeciv from my checkout, and I launch a server separately
from the clients (to simulate a "real" client/server setup), all the clients
automatically get 'hack' access.

It's possible to downgrade already-connected clients with a server command
like 'cmdlevel basic', but this doesn't affect newly connecting clients.

This means it's hard (particularly for developers) to test the server the way
a real network server would be run; clients with "hack" access get all sorts
of random extra allowances (such as non-ASCII city names), so it would be easy
to miss bugs impacting real use.

It needs to remain possible for local separate-server-and-client setups to use
'hack', or e.g. editing will become impossible in that scenario. Arguably it
should remain the default behaviour (certainly it needs to be the default for
client-spawned servers).

I think the easiest answer is a server option or similar that allows automatic
hack access to be completely turned off. In this mode any single_want_hack_req
from the client is ignored. (This option ought to be only changeable at 'hack'
level, I think.)

In this mode, "hack" access would still be possible manually via /cmdlevel
(e.g. from the console).

If not the default, for this to be useful developers have to remember to use
it, but that's an improvement on the current situation.

Could have a server in this mode signal its unwillingness to play by returning
a blank filename to the client in join_reply, but that requires a capability
bump as existing clients will try to create the empty file. On stable branches
it's harmless to have the client create the file and return
you_have_hack=false anyway.

Might want to hide/disable/ignore this option for client-spawned servers, to
stop single-player users getting themselves into trouble by getting it somehow
saved it in their .freeciv-client-rc-X.X and being completely unable to start
a controlled server.




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[Freeciv-Dev] contribute with AI - master thesis

2013-02-24 Thread Patrik Baláž
Hello. I'm a programmer and student of Artifical Inteligence and recently I
have chosen a master thesis. Goal of my work is to choose some strategic
board-game (like Agricola, LeHavre, Carcassone, or Collonization etc.),
which is implemented allready, and create AI player with variety of
approaches, algorithms and strategies. Is it possible to create AI player
for your project? Better question is maybye, if there is still active
people working on project, which could give me some advices about source
code, if I would be helpless?

Thanks.

Best regards, Patrik Baláž (Slovakia, Comenius University)

-- 
P.B.
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[Freeciv-Dev] Fullmoon build results

2013-02-24 Thread fullmoon
This is build report automatically generated by FullMoon Ilmarinen (0.4.50.1)

Fullmoon operated by Marko Lindqvist  This build is from 
TRUNK.

Component "svn", Host "build.cazfi.net", Phase "Source update(1)": Succeeded
Component "autogen.sh", Host "build.cazfi.net", Phase "Other command(0)": 
Succeeded
Component "server", Host "build.cazfi.net", Phase "Build(2)": FAILED
Component "gtk2", Host "build.cazfi.net", Phase "Build(2)": FAILED
Component "gtk3", Host "build.cazfi.net", Phase "Build(2)": Succeeded
Component "sdl", Host "build.cazfi.net", Phase "Build(2)": FAILED
Component "xaw", Host "build.cazfi.net", Phase "Build(2)": FAILED
Component "qt", Host "build.cazfi.net", Phase "Build(2)": Succeeded
Component "stub", Host "build.cazfi.net", Phase "Build(2)": Succeeded


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[Freeciv-Dev] [patch #3743] /delegate tidy-up

2013-02-24 Thread Jacob Nevins
Update of patch #3743 (project freeciv):

  Status: In Progress => Ready For Test 

___

Follow-up Comment #1:

Attached a patch. As well as the previous, some more specific issues I know it
to fix:
* a delegate going from observing player X to controlling the same player was
not handled (it was spuriously refused)
** (In general, observers will not by default be able to be delegates, as they
have 'info' level but /delegate is ALLOW_BASIC. But delegates who are
observers seems a reasonable use case to me. Given that it implements its own
access control 
* '/delegate cancel ' by an admin while the delegation was active was
not handled and would crash
** It's now handled by forcibly detaching the delegate. This means that an
admin should be able to untangle any set of delegations users have set up,
which is good IMO as some commands are prevented even for admins with
delegations active.
** (I considered also allowing admins to do third-party '/delegate restore
' and allowing '/delegate to' to disconnect the current delegate too,
but decided I'd spent long enough polishing this already.)
* several strings weren't marked for i18n

That's not all the changes though; in general, the checks have been tightened
up and should be self-consistent.

It would be good if someone who's used delegate functionality before could
review/test this; I've reverse-engineered how it's supposed to work, and what
I've ended up with seems useful to me, but it's possible that I've missed the
point or some important way in which it is used in practice.

(file #17331)
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Additional Item Attachment:

File name: trunk-S2_4-delegate-rework.patch Size:42 KB


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[Freeciv-Dev] [patch #3743] /delegate tidy-up

2013-02-24 Thread Jacob Nevins
Follow-up Comment #2, patch #3743 (project freeciv):

> Given that it implements its own access control
...perhaps /delegate should be ALLOW_INFO? I haven't done this.

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Re: [Freeciv-Dev] Fullmoon build results

2013-02-24 Thread Marko Lindqvist
On 25 February 2013 03:08,   wrote:
> This is build report automatically generated by FullMoon Ilmarinen (0.4.50.1)
>
> Fullmoon operated by Marko Lindqvist  This build is from 
> TRUNK.
>
> Component "svn", Host "build.cazfi.net", Phase "Source update(1)": Succeeded
> Component "autogen.sh", Host "build.cazfi.net", Phase "Other command(0)": 
> Succeeded
> Component "server", Host "build.cazfi.net", Phase "Build(2)": FAILED
> Component "gtk2", Host "build.cazfi.net", Phase "Build(2)": FAILED
> Component "gtk3", Host "build.cazfi.net", Phase "Build(2)": Succeeded
> Component "sdl", Host "build.cazfi.net", Phase "Build(2)": FAILED
> Component "xaw", Host "build.cazfi.net", Phase "Build(2)": FAILED
> Component "qt", Host "build.cazfi.net", Phase "Build(2)": Succeeded
> Component "stub", Host "build.cazfi.net", Phase "Build(2)": Succeeded

 I now did 'make maintainer-clean' required after lua update in fullmoon's tree.


 - ML

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[Freeciv-Dev] [patch #3734] Barbarian unit checks to rs_barbarian_units()

2013-02-24 Thread Marko Lindqvist
Update of patch #3734 (project freeciv):

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


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[Freeciv-Dev] [patch #3735] Natural roads listed under "Terrain" in popups

2013-02-24 Thread Marko Lindqvist
Update of patch #3735 (project freeciv):

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


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[Freeciv-Dev] [patch #3729] Attacking player specific reverse pathfinding map for cities

2013-02-24 Thread Marko Lindqvist
Update of patch #3729 (project freeciv):

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


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[Freeciv-Dev] [bug #20559] Defenseless city builds walls in grave danger

2013-02-24 Thread Marko Lindqvist
URL:
  

 Summary: Defenseless city builds walls in grave danger
 Project: Freeciv
Submitted by: cazfi
Submitted on: Mon 25 Feb 2013 09:51:49 AM EET
Category: ai
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: 

___

Details:

When AI city needs defense, it primarily looks for City Walls & equivalent for
boosting existing defenders, and only then additional units. Too bad Walls get
priority even when there's no existing units at all. Enemy unit next to city
causes it to buy Walls despite it having nobody standing behind the wall
(getting the defense bonus of the wall). Enemy then occupies city with walls
before it has another turn to buy also defending unit.




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