[Freeciv-Dev] [bug #20648] Old road building activities considered real
URL: http://gna.org/bugs/?20648 Summary: Old road building activities considered real Project: Freeciv Submitted by: cazfi Submitted on: Tue 26 Mar 2013 09:02:43 AM EET Category: general 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 error message: can_unit_do_activity_targeted_at() unknown activity 2 2 is ACTIVITY_OLD_ROAD, and this was coming from ai settler (could probably happen with human player's autosettlers too, as that's the code that originally had assigned illegal activity) Root cause is that is_real_activity() returns TRUE for old road building activities, making autosettler to consider doing them. Fix attached. ___ File Attachments: --- Date: Tue 26 Mar 2013 09:02:43 AM EET Name: RealRoadAct.patch Size: 852B By: cazfi http://gna.org/bugs/download.php?file_id=17546 ___ Reply to this item at: http://gna.org/bugs/?20648 ___ 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 #3800] activity_type_iterate() optimization
URL: http://gna.org/patch/?3800 Summary: activity_type_iterate() optimization Project: Freeciv Submitted by: cazfi Submitted on: Tue 26 Mar 2013 09:53:06 AM EET Category: general 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: It doesn't change during program execution what activity types are real, and we have quite a many unreal holes in activities enum already. It makes no sense that all these holes are checked every time activities are iterated. Collect real activities to separate array on program start. activity_type_iterate() goes over that array instead of all activities and checking if activity is real by itself. Converted gtk-clients' unitselect dialog to use activity_type_iterate() instead of their own iterations, identical to old activity_type_iterate(). ___ File Attachments: --- Date: Tue 26 Mar 2013 09:53:06 AM EET Name: ActTypeIterOptim.patch Size: 9kB By: cazfi http://gna.org/patch/download.php?file_id=17547 ___ Reply to this item at: http://gna.org/patch/?3800 ___ 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 #3801] Helptext for defense 0 fortify
URL: http://gna.org/patch/?3801 Summary: Helptext for defense 0 fortify Project: Freeciv Submitted by: cazfi Submitted on: Tue 26 Mar 2013 01:19:46 PM EET Category: client 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: In our ruleset we have a Balloon unit. It sees far but sees far - they are usually placed behind the front line to see to the enemy territory or to guard some trait or uninhabited part of ones country. It has CanFortify flag for usability reasons - one can fortify it to watch the area and it doesn't bother user by waking up every turn or every time it sees enemy movement as sentry would do. I had forgotten that and noticing it again from helptext ...granting 50% defense bonus... it seemed like a bug to us at first. Attached patch changes helptext to read Can fortify to stay put. for units that have no defense value at all, and thus do not benefit from the bonus. ___ File Attachments: --- Date: Tue 26 Mar 2013 01:19:46 PM EET Name: StayPutHelp.patch Size: 1kB By: cazfi http://gna.org/patch/download.php?file_id=17548 ___ Reply to this item at: http://gna.org/patch/?3801 ___ 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 #20649] crash
URL: http://gna.org/bugs/?20649 Summary: crash Project: Freeciv Submitted by: None Submitted on: mar. 26 mars 2013 11:57:59 UTC Category: None Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: bcram...@free.fr Open/Closed: Open Release: Discussion Lock: Any Operating System: Microsoft Windows Planned Release: ___ Details: Crash lors du démarrage d'une nouvelle partie réglée à 43 cases par joueur et 126 joueurs. Le serveur semble avoir été pris dans une boucle infinie lors de l'allocation des positions de départ. Le nombre de joueurs est peut être trop grand pour cette carte. SVP, rapportez ce bogue à http://gna.org/projects/freeciv/ in create_start_positions() [../../../../../server/generator/startpos.c::403]: assertion 'player_count() == map_startpos_count()' failed. SVP, rapportez ce bogue à http://gna.org/projects/freeciv/ in map_fractal_generate() [../../../../../server/generator/mapgen.c::1464]: assertion '0' failed. SVP, rapportez ce bogue à http://gna.org/projects/freeciv/ Rupture de la connexion avec le serveur (Erreur de lecture) ! Merci de votre excellent travail ! ___ Reply to this item at: http://gna.org/bugs/?20649 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #20649] crash
Follow-up Comment #1, bug #20649 (project freeciv): Which version of Freeciv did you see this with, please? -- jtn ___ Reply to this item at: http://gna.org/bugs/?20649 ___ 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 #20651] Map centering problem
URL: http://gna.org/bugs/?20651 Summary: Map centering problem Project: Freeciv Submitted by: None Submitted on: Tue 26 Mar 2013 03:13:48 PM UTC Category: client-gtk-2.0 Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: secur...@gmail.com Open/Closed: Open Release: 2.3.4 Discussion Lock: Any Operating System: Microsoft Windows Planned Release: ___ Details: On end turn map centers on some of my unit actions but if there is to many then stops centering. Even though enabled in options fights and movement of barbarians and other hostile units are not shown. ___ Reply to this item at: http://gna.org/bugs/?20651 ___ 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 #20652] dai_caravan_can_trade_cities_diff_cont() crash
URL: http://gna.org/bugs/?20652 Summary: dai_caravan_can_trade_cities_diff_cont() crash Project: Freeciv Submitted by: cazfi Submitted on: Tue 26 Mar 2013 05:16:11 PM EET Category: None Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: Discussion Lock: Any Operating System: None Planned Release: ___ Details: civ2civ3 autogame crashed. Core was truncated, but crash happened at dai_caravan_can_trade_cities_diff_cont(), aiunit.c:1986. pcity is NULL. As pcity has been set from punit homecity just previous line. Variable punit was optimized out, so I can't tell if unit pointer itself was bad looking or only homecity information in unit strucutre. ___ Reply to this item at: http://gna.org/bugs/?20652 ___ 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 #20647] AI builds unneeded settlers in late game
Follow-up Comment #8, bug #20647 (project freeciv): I confirm i can't reproduce this behavior with trunk. I'll use it waiting for next beta. Thanks. ___ Reply to this item at: http://gna.org/bugs/?20647 ___ 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 #3795] Remove river special related definitions from rulesets
Update of patch #3795 (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?3795 ___ 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 #20655] Hydro Plant Hoover depend on River special, not road type
URL: http://gna.org/bugs/?20655 Summary: Hydro Plant Hoover depend on River special, not road type Project: Freeciv Submitted by: cazfi Submitted on: Tue 26 Mar 2013 10:07:01 PM EET Category: rulesets 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: In all rulesets except civ2civ3, Hydro Plant and Hoover Dam have River special, not River road type as requirement. This means one can never build them as there's no river specials any more. Fix attached ___ File Attachments: --- Date: Tue 26 Mar 2013 10:07:01 PM EET Name: HydroRoadRiver.patch Size: 3kB By: cazfi http://gna.org/bugs/download.php?file_id=17550 ___ Reply to this item at: http://gna.org/bugs/?20655 ___ 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 #20649] crash
Follow-up Comment #2, bug #20649 (project freeciv): Freeciv version 2.3.3, client gui-gtk-2.0. ___ Reply to this item at: http://gna.org/bugs/?20649 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3802] civ1/2 Hydro Plant help text to match implementation, not civ1/2
URL: http://gna.org/patch/?3802 Summary: civ1/2 Hydro Plant help text to match implementation, not civ1/2 Project: Freeciv Submitted by: cazfi Submitted on: Tue 26 Mar 2013 10:25:38 PM EET 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: civ1/2 ruleset helptext about Hydro Plant describes civ1/2 rules, which sadly are impossible to get with our ruleset format. Our rules differ in that Mountains do not allow building of Hydro Plant, only River does. Attached patch removes mention of Mountains from the helptext so it matches freeciv implementation. ___ File Attachments: --- Date: Tue 26 Mar 2013 10:25:38 PM EET Name: HydroCiv12Help.patch Size: 1kB By: cazfi http://gna.org/patch/download.php?file_id=17551 ___ Reply to this item at: http://gna.org/patch/?3802 ___ 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 #20657] Failed to build city at (x, y)
URL: http://gna.org/bugs/?20657 Summary: Failed to build city at (x, y) Project: Freeciv Submitted by: cazfi Submitted on: Tue 26 Mar 2013 11:28:13 PM EET Category: ai Severity: 2 - Minor Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: Discussion Lock: Any Operating System: None Planned Release: ___ Details: I got error message Failed to build city at... from S2_4 autogame. Quick debugging shows that it was because settler moving to found a city had got city from a hut enroute, next to target tile (I guess river was involved in that settler managed to move several tiles and still was ready to found a city). So there was space for a new city when settler started its turn, but not when it arrived to the tile. ___ Reply to this item at: http://gna.org/bugs/?20657 ___ 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 #20649] assertion 'player_count() == map_startpos_count()' failed when unable to allocate starting positions
Update of bug #20649 (project freeciv): Release: = 2.3.3 Summary: crash = assertion 'player_count() == map_startpos_count()' failed when unable to allocate starting positions ___ Follow-up Comment #3: Messages back-translated to English for searches: The server appears to have gotten into an infinite loop in the allocation of starting positions. Maybe the number of players is too high for this map. Obviously we shouldn't fail an assertion after emitting this... ___ Reply to this item at: http://gna.org/bugs/?20649 ___ 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 #20658] Sdl-client compilation fails due to reference to river special defense bonus
URL: http://gna.org/bugs/?20658 Summary: Sdl-client compilation fails due to reference to river special defense bonus Project: Freeciv Submitted by: cazfi Submitted on: Wed 27 Mar 2013 12:42:28 AM EET Category: client-sdl Severity: 3 - Normal Priority: 9 - Immediate 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: Yesterday's river_defense_bonus removal left sdl-client still needing it, and now failing compilation without it client/gui-sdl/dialogs.c: In function 'sdl_get_tile_defense_info_text': client/gui-sdl/dialogs.c:1267:29: error: 'struct packet_ruleset_terrain_control' has no member named 'river_defense_bonus' Fix attached. Will commit immediately as compilation fix. ___ File Attachments: --- Date: Wed 27 Mar 2013 12:42:28 AM EET Name: SdlRiverDefenseRm.patch Size: 576B By: cazfi http://gna.org/bugs/download.php?file_id=17553 ___ Reply to this item at: http://gna.org/bugs/?20658 ___ 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 #20658] Sdl-client compilation fails due to reference to river special defense bonus
Update of bug #20658 (project freeciv): Status: Ready For Test = Fixed Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?20658 ___ 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 #20649] assertion 'player_count() == map_startpos_count()' failed when unable to allocate starting positions
Follow-up Comment #4, bug #20649 (project freeciv): (Sorry for not replying en français, by the way... you probably don't want me to try ;) I didn't spot any obvious issues in this area fixed in 2.3.4 http://www.freeciv.org/wiki/NEWS-2.3.4. I couldn't reproduce a loop in starting positions with 2.3.3 and the following .serv file; it happily generated a map every time I tried it. Perhaps some other server settings have been changed. set mapsize player set tilesperplayer 43 set aifill 126 set saveturns 0 ___ Reply to this item at: http://gna.org/bugs/?20649 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev