[Freeciv-Dev] [bug #21851] Possible memory leak in S2_5

2014-04-21 Thread David Fernandez
Follow-up Comment #13, bug #21851 (project freeciv):

I think you are right about X server, jtn.
>Can you spot any other process' memory usage increasing?
In my case, the process "freeciv-gtk2" keeps constant memory usage, "kwin"
changes when I open window, but it returns to similar memory usage when I
close it.

It is Xorg process that increases the "shared memory" (2nd column of the
system monitor) a lot (5000K or so) everytime I open a window, and more if I
click the production dropdown menu.
And it keeps growing if I continue playing, from 100M at start, to 200M in 5
min of average gameplay.

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[Freeciv-Dev] [bug #21950] Game crash with popup message "Exhausted city and unit numbers!"

2014-04-21 Thread Jacob Nevins
Update of bug #21950 (project freeciv):

 Summary: Game crash with popup message => Game crash with
popup message "Exhausted city and unit numbers!"


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[Freeciv-Dev] [bug #21950] Game crash with popup message

2014-04-21 Thread anonymous
Follow-up Comment #3, bug #21950 (project freeciv):

I'm sorry, Jacob Nevins has the right phrase.
Yes, it is a very big game. Many hours of work (well playing). Savegame file
has 4305 kB

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[Freeciv-Dev] [patch #4400] Tidy up requirement descriptions

2014-04-21 Thread Jacob Nevins
Follow-up Comment #7, patch #4400 (project freeciv):

Last tweak: I had a sudden worry about "the The Pyramids wonder". Turns out
that our rulesets call it just Pyramids, but I've removed articles and the
word 'wonder' on general principles.

Also, S2_4 version attached. I remember why I was keen to do this -- this
touches many of the same strings as patch #3841 did, so if I don't backport
this, then translators still on S2_4 see two sets of churn.
However, this patch introduces significant churn of its own -- cumulative with
patch #3841, it touches 81 strings on S2_4, as opposed to just 33 for patch
#3841 alone.

(file #20551, file #20552, file #20553)
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Additional Item Attachment:

File name: trunk-rework-req-descs-5.patch Size:79 KB
File name: S2_5-rework-req-descs-5.patch  Size:57 KB
File name: S2_4-rework-req-descs-5.patch  Size:38 KB


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[Freeciv-Dev] [patch #3841] Add strings for negated requirements

2014-04-21 Thread Jacob Nevins
Follow-up Comment #7, patch #3841 (project freeciv):

Backported patch for S2_4 attached. (Touches 33 strings.)

(file #20550)
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[Freeciv-Dev] [bug #21951] Relative download URL missing character

2014-04-21 Thread Marko Lindqvist
URL:
  

 Summary: Relative download URL missing character
 Project: Freeciv
Submitted by: cazfi
Submitted on: Tue 22 Apr 2014 02:56:32 AM EEST
Category: module installer
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:

Last character from the .modpacks path (last character of the name of the
directory) is not copied to the URL of the file that is given with relative
path.

Fix attached.




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File Attachments:


---
Date: Tue 22 Apr 2014 02:56:32 AM EEST  Name: RelativeURLFix.patch  Size: 512B
  By: cazfi



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[Freeciv-Dev] [patch #4660] Remove separate create_surf_alpha() from sdl2-client

2014-04-21 Thread Marko Lindqvist
Update of patch #4660 (project freeciv):

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


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[Freeciv-Dev] [patch #4656] Generic extras version of adjacent unit activity check

2014-04-21 Thread Marko Lindqvist
Update of patch #4656 (project freeciv):

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


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[Freeciv-Dev] [patch #4663] Preferred musicset

2014-04-21 Thread Marko Lindqvist
URL:
  

 Summary: Preferred musicset
 Project: Freeciv
Submitted by: cazfi
Submitted on: Tue 22 Apr 2014 02:32:09 AM EEST
Category: general
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.6.0

___

Details:

Add game.ruleset entry for preferred musicset, similar to existing preferred
tileset and soundsets.

I already know that this will need to be rebased once patch #4661 goes in.



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File Attachments:


---
Date: Tue 22 Apr 2014 02:32:09 AM EEST  Name: PreferredMusicset.patch  Size:
14kB   By: cazfi



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[Freeciv-Dev] [bug #21950] Game crash with popup message

2014-04-21 Thread Jacob Nevins
Follow-up Comment #2, bug #21950 (project freeciv):

Could the message have been "Exhausted city and unit numbers!" ?
identity_number() can emit that. The relevant number space is 16 bits.

Is this a particularly big game? I'm guessing so, given the OP's form in the
past (bug #20668), which would have exhausted a large proportion of the number
space.

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[Freeciv-Dev] [bug #21950] Game crash with popup message

2014-04-21 Thread Marko Lindqvist
Follow-up Comment #1, bug #21950 (project freeciv):

Where you have downloaded that freeciv (which file)? Searching for phrase
"numbers exhausted" there's no hits in freeciv codebase.

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[Freeciv-Dev] [bug #21950] Game crash with popup message

2014-04-21 Thread anonymous
URL:
  

 Summary: Game crash with popup message
 Project: Freeciv
Submitted by: None
Submitted on: Mon 21 Apr 2014 10:55:47 PM UTC
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: michal@volny.cz
 Open/Closed: Open
 Release: 2.4.2.
 Discussion Lock: Any
Operating System: Microsoft Windows
 Planned Release: 

___

Details:

Game crashes between turns with popup message "Cities and units numbers
exhausted". Can't reproduce every time. Sometimes it just crashes returning to
the main menu. Also can't upload the savegame file due to it's excessive size.




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[Freeciv-Dev] [bug #21949] Server crash when ruleset has no pollution extra for some terrain

2014-04-21 Thread Emmet Hikory
Follow-up Comment #3, bug #21949 (project freeciv):

My preference would be to drop engine support for TER_NO_POLLUTION: for sake
of clarity in reading rulesets, I believe it better as a userflag if used for
the described shorthand behaviour.

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[Freeciv-Dev] [bug #21949] Server crash when ruleset has no pollution extra for some terrain

2014-04-21 Thread Marko Lindqvist
Follow-up Comment #2, bug #21949 (project freeciv):

> With this fix, is there still value to the No_Pollution flag,
> or can it be entirely migrated to the reqs vector for the
> various extras caused by Pollution or Fallout?

That's in my extras work TODO (at least to consider, the flag is sort of handy
shorthand for typical rulesets where all the pollution extras apply to all the
terrains without No_Pollution)

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[Freeciv-Dev] [bug #21949] Server crash when ruleset has no pollution extra for some terrain

2014-04-21 Thread Emmet Hikory
Follow-up Comment #1, bug #21949 (project freeciv):

With this fix, is there still value to the No_Pollution flag, or can it be
entirely migrated to the reqs vector for the various extras caused by
Pollution or Fallout?

Entirely separately (this may be a different ticket), in the case where the
randomly selected extra is already present, should the code check to see if
there are multiple Pollution-caused extras available for the tile, and if so,
select a different one?  (this also applies for Fallout-caused extras,
although those already have the != NULL gate).


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[Freeciv-Dev] [bug #21851] Possible memory leak in S2_5

2014-04-21 Thread Jordi Negrevernis i Font
Follow-up Comment #12, bug #21851 (project freeciv):


> (jorneg writes: "You continue to have the same problem with Ubuntu 12.04"
... do you mean that you, jorneg, have the same problem?)
Yes, I refer to me, sorry.


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[Freeciv-Dev] [patch #4400] Tidy up requirement descriptions

2014-04-21 Thread Emmet Hikory
Follow-up Comment #6, patch #4400 (project freeciv):

VUT_IMPROVEMENT/REQ_RANGE_CONTINENT: Indeed, this just adds a yak.

Articles: this is probably an artefact of having dealt with i18n too much, but
yes, there is no good solution without ruleset integration (another yak).

PL_(): Thanks for the pointer: I retract my criticism entirely :)

VUT_TERRAINALTER: The current code is very prone to false positives, but upon
further investigation, the gen_extras stuff hasn't made it completely obsolete
yet, so probably another yak (perhaps to be handled as part of thought around
patch #3756).

Version 4 of the trunk patch looks good to me now.  I'm not confident in
my ability to carefully review the S2_5 one after looking at the trunk one,
but it at least passes cursory examination.

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[Freeciv-Dev] [bug #21949] Server crash when ruleset has no pollution extra for some terrain

2014-04-21 Thread Marko Lindqvist
URL:
  

 Summary: Server crash when ruleset has no pollution extra for
some terrain
 Project: Freeciv
Submitted by: cazfi
Submitted on: Mon 21 Apr 2014 10:57:53 PM EEST
Category: general
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: 2.6.0

___

Details:

Server can crash if ruleset has terrain type without "No_Pollution" flag but
for which no suitable pollution extra (EC_POLLUTION or EC_FALLOUT) is found
when game wants to place one.
This bug affects variant2 at the moment.

Fix attached.



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File Attachments:


---
Date: Mon 21 Apr 2014 10:57:53 PM EEST  Name: NativePollution.patch  Size:
562B   By: cazfi



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[Freeciv-Dev] [bug #21949] Server crash when ruleset has no pollution extra for some terrain

2014-04-21 Thread Marko Lindqvist
Update of bug #21949 (project freeciv):

  Status:None => Ready For Test 


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[Freeciv-Dev] [patch #4400] Tidy up requirement descriptions

2014-04-21 Thread Jacob Nevins
Follow-up Comment #5, patch #4400 (project freeciv):

New versions addressing these comments + some others.
Commit candidates, although I haven't tested them thoroughly.

(file #20545, file #20546)
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File name: S2_5-rework-req-descs-4.patch  Size:56 KB


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[Freeciv-Dev] [bug #21851] Possible memory leak in S2_5

2014-04-21 Thread Jacob Nevins
Follow-up Comment #11, bug #21851 (project freeciv):

bardo writes [Kubuntu 13.10]:
> When I monitor the memory usage (Kinfocenter), the free 
> memory clearly decreases when I open a city window [...]
> However, the memory used by freeciv, as reported by the 
> process monitor, remains the same.

whereas jorneg writes [Ubuntu 12.04 Unity?]:
> To see the problem I use the system monitor of gnome. Every 
> time you open a city window the overall memory of the 
> process freeciv-gtk2 increases... 

Taken at face value, these seem to be two different symptoms, unless the two
process monitors are reporting different measures of process memory usage.

In bardo's case, I wonder if the leak is somewhere like the X server -- could
we be causing images/textures to leak within the X server? Can you spot any
other process' memory usage increasing?

(jorneg writes: "You continue to have the same problem with Ubuntu 12.04" ...
do you mean that you, jorneg, have the same problem?)

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[Freeciv-Dev] [bug #21851] Possible memory leak in S2_5

2014-04-21 Thread Jordi Negrevernis i Font
Follow-up Comment #10, bug #21851 (project freeciv):

You continue to have the same problem with Ubuntu 12.04 ( with the Unity
interface)...

To see the problem I use the system monitor of gnome. Every time you open a
city window the overall memory of the process freeciv-gtk2 increases...

It could be that we are leaking gtk handles?


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[Freeciv-Dev] [bug #21470] Fix non-nested requirement ranges

2014-04-21 Thread Jacob Nevins
Update of bug #21470 (project freeciv):

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


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[Freeciv-Dev] "copying selected object files to avoid basename conflicts..."

2014-04-21 Thread Jacob Nevins
Some of my builds (at least trunk) have started emitted this message.
Is it a bad sign?

...
  CC audio.lo
  CC audio_none.lo
  CCLD   libfcgui-gtk2.la
copying selected object files to avoid basename conflicts...
  CCLD   libfcgui-gtk3.la
copying selected object files to avoid basename conflicts...
  CCLD   libfcgui-sdl.la
copying selected object files to avoid basename conflicts...
  CCLD   libfcgui-xaw.la
copying selected object files to avoid basename conflicts...
  CCLD   libfcgui-qt.la
copying selected object files to avoid basename conflicts...
  CCLD   libfcgui-stub.la
copying selected object files to avoid basename conflicts...
  CCLD   freeciv-gtk2
  CCLD   freeciv-gtk3
...

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[Freeciv-Dev] [patch #4400] Tidy up requirement descriptions

2014-04-21 Thread Jacob Nevins
Follow-up Comment #4, patch #4400 (project freeciv):

> S2_4 would benefit from it [...] Probably only worth it if 
> there is vast player outcry about the help being subtly wrong.
Indeed, and reviewing the diffs, it doesn't make significant improvement with
common rulesets (unlike patch #3841).

> "surviving or non-wonder continent-ranged requirements not 
> supported": is the survival part not a yet-unimplemented part 
> of the sources cache, or is this intended for some reason?
I don't think it's deliberately left out. Supported surviving requirements
seem to generally be those that were trivial to implement (world wonders and
player buildings are simple arrays indexed by improvement ID).
(Anyway, I'm not sure how a surviving continent-ranged requirement would work,
given that continents can change due to terrain change.)

> "Requires Airbase on the tile" feels like it dropped an 
> article 
  [...]
> Also, I think [VUT_STYLE] could benefit from an article in
> many cases (at least for "Asian" and "Classical").
Articles are tricky -- even in English, we can't get "a/an" to agree with a
ruleset item. So I avoid them.
Fixing this sort of thing properly would require a much more exciting i18n
system than the one we have, much more tied into the rulesets; I don't have
effort to design such a thing and I'm not aware of an off-the-shelf design
with a well-supported workflow that we can integrate.
So, I generally punt on this; the fact that ruleset items are capitalised
means I can pretend they're proper nouns, removing articles and thus defeating
English's epenthesis at the cost of sounding slightly awkward (but still
better than "a Airbase" or "an Fort").
(Well, this works in my head -- hopefully that's not just due to a lifetime of
exposure to badly-localised computer programs.)
Actual inflected languages presumably have it much worse; this is one reason
I'm putting in "?extra:" type qualification, to allow translators to use
different language hacks around this for each kind of ruleset object.
(...all of which means my S2_5 patch needs rework, because forgetting this
argument, I did include articles for road/base requirements in that version.)

> (yes, this is a problem with English: most languages either
> always or never have articles).
Oh good; that hopefully reduces the l10n impact of us merging continuous
("Irrigation") and discrete ("Airbase") things into the single category of
'extras'.

> "...playing the %s nation": should this be "...playing as the %s nation"?
  [...]
> is the "nation" semantically useful here?
I'll think about this.

> VUT_STYLE/*: With the change in how city styles work, is 
> is this the correct set of ranges? [...]
Possibly not, but I'm trying not to accrue any more yaks; my aim right now is
to get the strings matching the code capabilities.

> VUT_DIPLREL/*: These read awkwardly to me [...]
Me too, but I have no better ideas either.

> uses of PL_(): To confirm, these duplicate lines are 
> to support multiple pluralisations? What about languages 
> with dual number [...]?
Yes, this is for pluralisation. gettext has a standard approach to this to
accommodate different pluralisation rules; see here
.

> VUT_TERRAINALTER: Can this be safely removed [...]
See above re yaks. That said, the sentence construction is pretty ugly (with
elements like "CanRoad"), so it would be nice to remove it from that point of
view. (Note to self: this area has regressed grammatically since S2_5, I
think?)
(I suspect removing this would complicate rulesets by requiring authors to
multiply out effects-allowing-irrigation and effects-of-irrigation.)

> VUT_AI_LEVEL: Could this be "Applies to %s AI 
> players" and "Does not apply to %s AI players"? 
Mm, maybe -- I suppose current AI levels are adjectival and likely to stay
that way.

> VUT_MINYEAR: Perhaps "...the game has/has not yet 
> reached the year..."?
That is a bit less awkward, yes.

> requirements.c:
> VUT_MAXTILEUNITS: Why use a non-verbal construction here 
> (especially with a verbal hint to translators)? 
For me the overriding requirement of universal_name_translation() is that it
be short, because of its use in list constructions like 'Allows Hermitage
(with Mountains, "Loner" tech, <=2 units)'. So the existing string was too
verbose for me.
(Note to self: there is more work to be done in universal_name_translation()
on S2_5.)

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[Freeciv-Dev] [patch #3841] Add strings for negated requirements

2014-04-21 Thread Jacob Nevins
Update of patch #3841 (project freeciv):

 Open/Closed:  Closed => Open   
 Planned Release:   2.5.0 => 2.4.3, 2.5.0   

___

Follow-up Comment #6:

> Yes, I now don't plan patch #4400 or this for 2.4.2.
I do still plan to backport this to S2_4, though, due to its effect on
civ2civ3 online help. Re-opening and optimistically setting 2.4.3 target.

(I may not bother with patch #4400, though.)

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[Freeciv-Dev] [bug #21420] Worklist postponement messages don't consistently support negated requirements

2014-04-21 Thread Jacob Nevins
Update of bug #21420 (project freeciv):

Severity:  3 - Normal => 2 - Minor  


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[Freeciv-Dev] [bug #21947] is_req_unchanging() vs worklist_change_build_target()

2014-04-21 Thread Jacob Nevins
URL:
  

 Summary: is_req_unchanging() vs
worklist_change_build_target()
 Project: Freeciv
Submitted by: jtn
Submitted on: Mon 21 Apr 2014 13:00:26 BST
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: Need Info
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: Any
 Planned Release: 

___

Details:

(Found while looking at patch #4400; another in the series of not putting off
raising bugs until I know how to fix them)

worklist_change_build_target() has a bunch of tests resulting in messages like
"[city] can't build [improvement] from the worklist; %s terrain is required. 
Postponing...", triggered if !can_city_build_now() but
can_city_build_improvement_later() due to some unmet requirement.

I noticed that on S2_5, VUT_BASE doesn't have a message, triggering an error
(unlike VUT_SPECIAL etc). However, it turns out that this can't be reached,
because is_req_unchanging() returns TRUE for VUT_BASE.

Whether these messages can be reached is mediated by is_req_unchanging(). For
a bunch of terrain-related requirements, this returns TRUE even though terrain
is mutable, with the following excuse:


/* Terrains, specials and bases aren't really unchanging; in fact they're
 * practically guaranteed to change.  We return TRUE here for historical
 * reasons and so that the AI doesn't get confused (since the AI
 * doesn't know how to meet special and terrain requirements). */


However, not all terrain-related requirements fall into this category. On
S2_5, VUT_ROAD is !unchanging (whereas on trunk VUT_EXTRA is unchanging, so
roads have changed category); and on trunk, VUT_ROADFLAG is !unchanging. Is
there a reason for this? -- does the AI know how to meet these requirements,
for instance?

Seems like some action should be taken to clear up this inconsistency, but I'm
not sure what. One or more of the following, I think:
* Perhaps the AI has learned to meet some of these requirements since the
comment was written, and so some of these could become "changing"
requirements? (I don't understand the AI well enough to check.)
* If there's a real reason for the inconsistencies in the terrain-related
requirements in is_req_unchanging(), comments should be added explaining this.
(Is there some special case for bridges or something that the exceptions are
there for?)
* Failing that, the inconsistencies should be resolved in
is_req_unchanging().
* Once any of the above have been done, unreachable strings should be pruned
from worklist_change_build_target(), to reduce translator load, and make jobs
like bug #21420 easier.
* Also: it's annoying if human players' actions are unnecessarily
circumscribed by the AI's capabilities -- I'm not allowed to put a building
with a terrain-related requirement on my worklist, even if I've carefully
planned worker activities so that the special/base/whatever will be ready by
the time the item comes off the worklist; I have to wait for the base/whatever
to actually exist before I'm even allowed to talk about the building; this
increases micromanagement. Could we split the version the AI uses out from
is_req_unchanging()? (Or are the other unspecified "historical reasons" still
valid?)




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[Freeciv-Dev] [bug #21946] Division by zero when barbarians conquer a city

2014-04-21 Thread Emmet Hikory
Update of bug #21946 (project freeciv):

 Assigned to:  persia => None   


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[Freeciv-Dev] [bug #21946] Division by zero when barbarians conquer a city

2014-04-21 Thread Emmet Hikory
Update of bug #21946 (project freeciv):

 Assigned to:None => persia 


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[Freeciv-Dev] [patch #4610] AI won't build sea-only workers

2014-04-21 Thread Emmet Hikory
Follow-up Comment #8, patch #4610 (project freeciv):

Aha!  I see now.  Yes, this is critical infrastructure for patch #4658. 
Thanks for the clarification.

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[Freeciv-Dev] [patch #4636] civ2civ3 rules: fixes

2014-04-21 Thread David Fernandez
Follow-up Comment #7, patch #4636 (project freeciv):

>Is there specific reason you've done this via requirements and not made them
to conflict with each other, i.e., allowing the another one to be built but
replacing the existing ones in the process?

My fault, I didn't notice that feature. It sounds better than the way I did
it...

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[Freeciv-Dev] [bug #21946] Division by zero when barbarians conquer a city

2014-04-21 Thread Marko Lindqvist
Update of bug #21946 (project freeciv):

  Status: In Progress => Ready For Test 

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Follow-up Comment #1:

Fixes

(file #20541, file #20542)
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Additional Item Attachment:

File name: FireDivision.patch Size:0 KB
File name: FireDivision-S2_5.patchSize:1 KB


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[Freeciv-Dev] [patch #4637] civ2civ3 rules: disasters

2014-04-21 Thread Marko Lindqvist
Update of patch #4637 (project freeciv):

 Assigned to:None => cazfi  


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[Freeciv-Dev] [patch #4636] civ2civ3 rules: fixes

2014-04-21 Thread Marko Lindqvist
Follow-up Comment #6, patch #4636 (project freeciv):

> If helicopters end in an Airbase, they do not lose HPS, but
> they do not recover them either.

Yes, sorry, for some reason I though that they would automatically recover in
native base.

> Prevent Fortresses and Airbases from being built in same tile.

Is there specific reason you've done this via requirements and not made them
to conflict with each other, i.e., allowing the another one to be built but
replacing the existing ones in the process?

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[Freeciv-Dev] [patch #4640] civ2civ3: sun tzu wonder fix

2014-04-21 Thread Marko Lindqvist
Update of patch #4640 (project freeciv):

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


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[Freeciv-Dev] [bug #21946] Division by zero when barbarians conquer a city

2014-04-21 Thread Marko Lindqvist
URL:
  

 Summary: Division by zero when barbarians conquer a city
 Project: Freeciv
Submitted by: cazfi
Submitted on: Mon 21 Apr 2014 10:32:20 AM EEST
Category: general
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: 2.5.0, 2.6.0

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Details:

More generally: Crash when player with no (previous) cities gains a tech. For
barbarians that happens when they conquer a city and we handle the conquest
tech before actual city transfer. The same could happen if explorer finds tech
from a hut before first city is founded, or by a number of mechanisms later in
game if player has lost all his cities but remains alive thanks to some
units.

I encountered this while working on another thing I need to finish first, but
the problem is in new "new hope sweeps like fire" -code where percentage of
affected cities is calculated, including "/ city_list_size(pplayer->cities)"
-part.





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