[Freeciv-Dev] [bug #20842] unit still in focus after put in sentry mode in batch

2013-05-31 Thread Didier Cassirame
Follow-up Comment #4, bug #20842 (project freeciv):

One last detail which I forgot to add: I think you could not reproduce the bug
simply because it's triggered by the pace at which the server will process the
packets it receives; for a relatively low number of units, the server will
reply quickly enough to let the client updates the units status before it
needs to select the next unit to focus on. 

My computer being fairly old, I can see the issue happening very early.
Perhaps if you raise the number of units in my example by a significant amount
(a hundred or so might do it), you would experience it as well. 

If you believe that such scenario is unlikely to happen, or you still cannot
reproduce it, just disregard and close the bug report.

Thanks.

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Re: [Freeciv-Dev] [Freeciv-commits] r22920 - /branches/S2_5/common/terrain.c

2013-05-31 Thread Pepeto
You are right. I have accidentally swapped both patch for bug #20778 for
the S2_5 branch. Sorry for the noise.

Pepeto

Le jeudi 30 mai 2013 à 21:44 +0300, Marko Lindqvist a écrit :
> On 30 May 2013 21:38, pepeto  wrote:
> 
> > Allocate correct memory size for threads.
> 
> ...
> 
> > branches/S2_5/common/terrain.c
> 
>  Seems like you got wrong patch applied there.
> 
> 
> 
>  - ML



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[Freeciv-Dev] [bug #20842] unit still in focus after put in sentry mode in batch

2013-05-31 Thread pepeto
Update of bug #20842 (project freeciv):

  Status:None => In Progress
 Assigned to:None => pepeto 

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Follow-up Comment #5:

Good analysis. This patch looks much better. Before preparing commit, could
you affirm that only sentry order is affected by this bug?


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[Freeciv-Dev] [bug #20842] unit still in focus after put in sentry mode in batch

2013-05-31 Thread Didier Cassirame
Follow-up Comment #6, bug #20842 (project freeciv):

As far as I understand, the `urgent_focus_queue` is only updated in the case
of a unit which was woken up by a server message out of sentry state to idle
state (look at the test conditions around the use of `urgent_unit_focus` in
`packhand.c`).  My patch should be enough to handle the issue in the 2.3.4
version. I will checkout trunk to see how it may be relevant there.

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[Freeciv-Dev] [bug #20856] aisettler.c:food_starvation() seems to assume hardcoded 2 food/citizen.

2013-05-31 Thread Marko Lindqvist
Update of bug #20856 (project freeciv):

 Planned Release: => 2.3.5, 2.4.0, 2.5.0,
2.6.0

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Follow-up Comment #1:

It seems like that to me too. Will you prepare patches for this?

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[Freeciv-Dev] [patch #3923] Allow multiple partisan unit types.

2013-05-31 Thread Micke
Follow-up Comment #2, patch #3923 (project freeciv):

The updated version handles 2, 1 or 0 units without any problems except a lua
script error in the lattermost case.


(file #18037)
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Additional Item Attachment:

File name: partisans.diff Size:4 KB


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[Freeciv-Dev] [bug #20856] aisettler.c:food_starvation() seems to assume hardcoded 2 food/citizen.

2013-05-31 Thread Micke
Follow-up Comment #2, bug #20856 (project freeciv):

This basic one ought to work on all versions. I don't think it's worth the
trouble of doing more unless one can make the AI send workers out ahead to
work on land for future use in a reasonable manner.

(file #18038)
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[Freeciv-Dev] [bug #20856] aisettler.c:food_starvation() seems to assume hardcoded 2 food/citizen.

2013-05-31 Thread Emmet Hikory
Follow-up Comment #3, bug #20856 (project freeciv):

Shouldn't this be game.info.food_cost+1 ?  While the logic will allow growth,
I think it represents a behaviour change that would cause the AI to select
less favorable cities more often (where inherent food surplus is only 1 rather
than 2).  I'm not opposed to this behaviour change for 2.5 or 2.6 if others
think it a good idea, but think it ought not be changed for 2.3 and 2.4.

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[Freeciv-Dev] [patch #3931] Consequtive indices for extras

2013-05-31 Thread Marko Lindqvist
URL:
  

 Summary: Consequtive indices for extras
 Project: Freeciv
Submitted by: cazfi
Submitted on: Sat 01 Jun 2013 12:33:02 AM EEST
Category: None
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.6.0

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Details:

Instead of having unused indices between last actual base and MAX_BASE_TYPES,
road types are now inserted right after last actual base in extras array.
This required that only real number of base and road types is initialized to
the given type of extras, so the initialization can happen only when we know
that number of bases and roads.



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File Attachments:


---
Date: Sat 01 Jun 2013 12:33:02 AM EEST  Name: HolelessExtras.patch  Size: 6kB 
 By: cazfi



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[Freeciv-Dev] [patch #3931] Consequtive indices for extras

2013-05-31 Thread Marko Lindqvist
Update of patch #3931 (project freeciv):

Category:None => general
  Status:None => Ready For Test 


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[Freeciv-Dev] [patch #3931] Consequtive indices for extras

2013-05-31 Thread Emmet Hikory
Follow-up Comment #1, patch #3931 (project freeciv):

Why use "pextras" and "extras_type" here?  For consistency with other uses, I
would have expected "pextra" and "extra_type".

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