[Freeciv-Dev] [bug #21696] [patch] build fix: libfreeciv-srv.la depends on lua libraries
Update of bug #21696 (project freeciv): Status: Ready For Test = In Progress ___ Follow-up Comment #4: Not only freeciv-server/libfreeciv-srv issue, but lua libraries should be added to correct libraries, and not executables, in general. ___ Reply to this item at: http://gna.org/bugs/?21696 ___ 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 #21696] [patch] build fix: libfreeciv-srv.la depends on lua libraries
Update of bug #21696 (project freeciv): Status: In Progress = Ready For Test ___ Additional Item Attachment: File name: LuaSrvLib-2.patch Size:5 KB File name: LuaSrvLib-S2_5-2.patch Size:4 KB File name: LuaSrvLib-S2_4-2.patch Size:4 KB ___ Reply to this item at: http://gna.org/bugs/?21696 ___ 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 #4608] civ2civ3 rules: added pre-fortress
Follow-up Comment #9, patch #4608 (project freeciv): The triremes seem to ignore the enemy border If that's not because of the rules definitions, please open a bug and attach savegame from which to reproduce. ___ Reply to this item at: http://gna.org/patch/?4608 ___ 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 #21803] Map canvas sliding after reconnecting
URL: http://gna.org/bugs/?21803 Summary: Map canvas sliding after reconnecting Project: Freeciv Submitted by: cazfi Submitted on: Sun 16 Mar 2014 02:35:32 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: I have not tried to setup actual test, but reading the sources... Client remembers the old mapview canvas position so it can smoothly slide the view when new position is set. There's two exceptions: - When client is first started, static variable first in center_tile_mapcanvas() tells that there's no old position to slide from - set_mapview_scroll_pos() that's called for scroll bar handling disables sliding temporarily Neither of these seem to handle the case of client to remembering position from the previous server when connecting new one. In theory this can result in at least unnecessary sliding from randomish position to the position game should start from. Worse things may happen if old server had bigger map than new one and the client remembers position outside new map boundaries. ___ Reply to this item at: http://gna.org/bugs/?21803 ___ 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 #4614] Flush when thawing mapview
URL: http://gna.org/patch/?4614 Summary: Flush when thawing mapview Project: Freeciv Submitted by: cazfi Submitted on: Sun 16 Mar 2014 05:18:25 PM EET Category: client-gtk-3.0 Priority: 5 - Normal Status: Ready For Test Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: 2.4.3, 2.5.0, 2.6.0 ___ Details: Do not only mark view dirty, but flush it when thawing mapview freeze. ___ File Attachments: --- Date: Sun 16 Mar 2014 05:18:25 PM EET Name: ThawFlush.patch Size: 395B By: cazfi http://gna.org/patch/download.php?file_id=20358 ___ Reply to this item at: http://gna.org/patch/?4614 ___ 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 #21794] FC_QT_COMPILETEST used instead of FC_QT5_COMPILETEST
Update of bug #21794 (project freeciv): Status: Ready For Test = Fixed Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?21794 ___ 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 #21630] Default AI diplomacy tries to read minds
Update of bug #21630 (project freeciv): Status: Ready For Test = Fixed Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?21630 ___ 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 #21805] Transformation by irrigate or mining impossible
URL: http://gna.org/bugs/?21805 Summary: Transformation by irrigate or mining impossible Project: Freeciv Submitted by: cazfi Submitted on: Mon 17 Mar 2014 12:39:31 AM EET Category: client 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: 2.6.0 ___ Details: Client does not send ACTIVITY_IRRIGATE request to server when next_extra_for_tile() returns NULL. Until recently this was masked by another bug that next_extra_for_tile() gave irrigation and mining extras even for tiles where transformation should occur instead. Fix attached ___ File Attachments: --- Date: Mon 17 Mar 2014 12:39:31 AM EET Name: IrrigMineTransformPossible.patch Size: 1kB By: cazfi http://gna.org/bugs/download.php?file_id=20359 ___ Reply to this item at: http://gna.org/bugs/?21805 ___ 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 #4608] civ2civ3 rules: added pre-fortress
Follow-up Comment #10, patch #4608 (project freeciv): It is not really a bug, it is the way the trireme works when movement on river is enabled, and I don't really know how could it be improved. These are the issues I see related to triremes moving on rivers: - you can use a river to unload units like you do in a city, without being affected by slow invasion. It makes rivers better places to disembark than other coastal tiles and it encourages counter-intuitive tactics, like the construction of fast fortresses. - you can use a river to cross the enemy border with the trireme, and the loaded units will not lose one movement point as they do when moving on land. I like it for other transports, I just find it too powerful for ancient triremes. - you can move the trireme 3 tiles along the river, and when it finish, the loaded unit can move another 3 tiles along the same river. It encourages micromanagment and chaining of triremes that I do not like. I don't know if there is a reason for a bug report, I just don't like some aspects of this feature, and I wonder if it is worth to keep it enabled in the ruleset. ___ Reply to this item at: http://gna.org/patch/?4608 ___ Mensaje enviado vía/por Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #4608] civ2civ3 rules: added pre-fortress
Follow-up Comment #11, patch #4608 (project freeciv): What if you give Triremes Zoc? That wouldn't affect them on oceanic tiles where Zoc never applies, but while sailing the river, even adjacent enemy units could stop it. ___ Reply to this item at: http://gna.org/patch/?4608 ___ 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 #4615] Allocate client metaserver scan mutex later
URL: http://gna.org/patch/?4615 Summary: Allocate client metaserver scan mutex later Project: Freeciv Submitted by: cazfi Submitted on: Mon 17 Mar 2014 02:32:49 AM 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, 2.6.0 ___ Details: Allocate metaserver scan mutex only when really needed. Especially do it after connecting the metaserver as that might hang for a long time if metaserver is unreachable. ___ File Attachments: --- Date: Mon 17 Mar 2014 02:32:49 AM EET Name: MetaMutex.patch Size: 742B By: cazfi http://gna.org/patch/download.php?file_id=20360 ___ Reply to this item at: http://gna.org/patch/?4615 ___ 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 #21806] End of ui_main() skipped
URL: http://gna.org/bugs/?21806 Summary: End of ui_main() skipped Project: Freeciv Submitted by: cazfi Submitted on: Mon 17 Mar 2014 02:36:16 AM EET Category: client-gtk-2.0 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: 2.4.3, 2.5.0, 2.6.0 ___ Details: Gtk clients often quit by calling client_exit() directly while inside gtk main loop. Correct way is just to end the gtk main loop, after which it returns to finish ui_main() and continues to shut down. Fix attached. ___ File Attachments: --- Date: Mon 17 Mar 2014 02:36:16 AM EET Name: UiMainFinish.patch Size: 4kB By: cazfi http://gna.org/bugs/download.php?file_id=20361 ___ Reply to this item at: http://gna.org/bugs/?21806 ___ 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 #4616] Do not wait scan to finish when leaving network page
URL: http://gna.org/patch/?4616 Summary: Do not wait scan to finish when leaving network page Project: Freeciv Submitted by: cazfi Submitted on: Mon 17 Mar 2014 02:46:29 AM EET Category: client-gtk-2.0 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, 2.6.0 ___ Details: gtk-clients: Do not block leaving of network page by waiting metaserver scan to finish. Only if entire program is being closed, or one re-enters network page, previous scan must absolutely be finished. ___ File Attachments: --- Date: Mon 17 Mar 2014 02:46:29 AM EET Name: DestroyScanAtExit.patch Size: 3kB By: cazfi http://gna.org/patch/download.php?file_id=20362 ___ Reply to this item at: http://gna.org/patch/?4616 ___ 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 #21807] Metaserver scan finalized twice in case of error
URL: http://gna.org/bugs/?21807 Summary: Metaserver scan finalized twice in case of error Project: Freeciv Submitted by: cazfi Submitted on: Mon 17 Mar 2014 02:53:58 AM EET Category: client-gtk-2.0 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, 2.6.0 ___ Details: gtk-clients: Server list scan error handling callback finalizes the scan. So does the main thread once it notices that scan has ended. This leads to double free. Attached fix removes extra finalization from error handling callback. ___ File Attachments: --- Date: Mon 17 Mar 2014 02:53:58 AM EET Name: ScanDoubleFinalization.patch Size: 2kB By: cazfi http://gna.org/bugs/download.php?file_id=20363 ___ Reply to this item at: http://gna.org/bugs/?21807 ___ 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 #21795] fortify action more even in concurrent mode
Follow-up Comment #1, bug #21795 (project freeciv): Calculate automatically the bonus to defend no matter if the units was ordered to fortify or not, in a similar way that it is already done for units in cities or fortresses. If I understand correctly, you want to revert to civ1 model, where fortifying in the open is immediate action, not requiring the one turn to go from FORTIFYING - FORTIFIED. Note that units in cities already are always considered fortifIED, even if they have spent all their movement to reach the city (and thus would do even the fortifYING only next turn). That would make it easier to advance and fortify where you got. Current model vs civ1: turn 1: moved / moved (0 movement points left) turn 2: fortifying / fortified turn 3: fortified / fortified ___ Reply to this item at: http://gna.org/bugs/?21795 ___ 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 #21583] Client can connect to manually started server rather than its own spawned one
Follow-up Comment #9, bug #21583 (project freeciv): - Remove SO_REUSEADDR from client side sockets too. (file #20364) ___ Additional Item Attachment: File name: SoReuseAddrRm-2.patch Size:1 KB ___ Reply to this item at: http://gna.org/bugs/?21583 ___ 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 #4608] civ2civ3 rules: added pre-fortress
Follow-up Comment #12, patch #4608 (project freeciv): What if you give Triremes Zoc? Sounds good, but you could bypass it with one explorer/diplomat in one of the triremes. I think the same tricks would be possible, just a bit harder. I guess a human player can defend his terrain by placing a fortress in the middle of the river, but I do not expect the ai to do the same, and I do not like to introduce additional disavantages for the ai. Anyway, I think the current version of civ2civ3 for v2.5 is playable as it is. I guess future changes will go to v2.6. I find the economical part of the ruleset mostly finished. It has been tested online, and I personally like it offline. It is the combat system what I do not consider finished, in part due to some of these available trick/exploits. In part because I made the latest changes with the idea of a future rule where units in open field can get defensive bonuses from adjacent units, or penalties from adjacent enemies (one day I'll open another ticket to try to convince you about this possibility...). Right now, the combat in civ2civ3 is a bit simplistic, and the chances to win an attack in open terrain use to be 99% no matter the units involved. I still prefer it to classic rules, but online players are not liking some of these latest changes. If we see that offline players agree, I'll create a patch to make v2.6 more similar to greatturn rules that people seem to like. Thats all for now. See you. ___ Reply to this item at: http://gna.org/patch/?4608 ___ Mensaje enviado vía/por Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #21795] fortify action more even in concurrent mode
Follow-up Comment #2, bug #21795 (project freeciv): I admit I did not take into account this difference between civ1 and current freeciv when I wrote it, but my idea was to calculate automatically if the unit is fortified or not, not linked to the fortify action, but to the movement points of the unit, so the setting unitwaittime can be taken into account. I'd rewrite it for freeciv current behavior: - when the unit is going to recover the movement points (after the unitwaittime of this turn), if the unit had remaining movement points from previous turn, then the unit is automatically considered fortified (and the fortified icon is drawn), until it moves again. But I admit I like the civ1 alternative and it would be great to be able to choose between them. ___ Reply to this item at: http://gna.org/bugs/?21795 ___ Mensaje enviado vía/por Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev