[Freeciv-Dev] Freeciv-Web ideas, suggestions and feedback
Hi again all Freeciv developers! I would be very interested in some new ideas, suggestions and feedback about the current state of Freeciv-web. So if you could give the game a try on http://play.freeciv.org/ and report your impressions, that would be great, so that I know what to focus on next. For developers it should be very easy to setup a development environment using Vagrant, step by step instructions can be found here: https://github.com/freeciv/freeciv-web The Vagrant guest OS has been recently updated to Ubuntu 14.04 LTS, which should fix some issues reported on Vagrant previously. Regards, Andreas ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #21972] genhash_bucket_lookup() taking 12% of the time
Follow-up Comment #1, bug #21972 (project freeciv): This is interesting. How do you get such stats? Is the most used hash tables are the unit and city tables? Do you know from where pf_jumbo_map_iterate() is called most? ___ Reply to this item at: http://gna.org/bugs/?21972 ___ 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 #4388] Requirement range Team
Follow-up Comment #5, patch #4388 (project freeciv): I noticed that REQ_RANGE_WORLD is still handled separately from REQ_RANGE_ALLIANCE, REQ_RANGE_TEAM in some is_xxx_in_range() functions despite being supported by players_in_same_range(). Is that intentional? On a quick look, I think most of the places where REQ_RANGE_WORLD is handled separately takes advantage of quicker ways of getting information at world range (num_world_buildings() etc). The only exception I noticed where the code could be simplified without losing this was is_techflag_in_range(). ___ Reply to this item at: http://gna.org/patch/?4388 ___ 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 #21177] Mapuche ruleset improved and fixed
Update of bug #21177 (project freeciv): Status:None = Ready For Test ___ Reply to this item at: http://gna.org/bugs/?21177 ___ Missatge enviat a través de/per Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #20081] Redundant cities in han.ruleset
Update of bug #20081 (project freeciv): Status:None = Fixed Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?20081 ___ Missatge enviat a través de/per Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #19964] Slightly inaccurate description of Italian nation
Update of bug #19964 (project freeciv): Status:None = In Progress ___ Follow-up Comment #1: What about this (file #20580) ___ Additional Item Attachment: File name: italian.rulesetSize:3 KB ___ Reply to this item at: http://gna.org/bugs/?19964 ___ Missatge enviat a través de/per Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #21881] Wrong flags
Update of bug #21881 (project freeciv): Status:None = In Progress ___ Follow-up Comment #2: 1) I'm OK with changing the Manchu flag 2) Not as sure about the Arab flag. The in-game Arab nation is mostly used to represent the medieval Arab Caliphates, using a 20th century flag would be a bit anachronistic. 3) That one would be too similar to the South Korean flag. What about using this one: https://commons.wikimedia.org/wiki/File:Flag_of_the_King_of_Joseon_%28Fringeless%29.svg ___ Reply to this item at: http://gna.org/bugs/?21881 ___ Missatge enviat a través de/per Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3327] Ranian nation
Update of patch #3327 (project freeciv): Status:None = Ready For Test Assigned to:None = mixcoatl ___ Reply to this item at: http://gna.org/patch/?3327 ___ Missatge enviat a través de/per Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3328] Cimmerian nation
Update of patch #3328 (project freeciv): Status:None = Ready For Test Assigned to:None = mixcoatl ___ Reply to this item at: http://gna.org/patch/?3328 ___ Missatge enviat a través de/per Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3329] Lusitanian nation
Update of patch #3329 (project freeciv): Status:None = Ready For Test Assigned to:None = mixcoatl ___ Reply to this item at: http://gna.org/patch/?3329 ___ Missatge enviat a través de/per Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3317] Italian Greek nation
Update of patch #3317 (project freeciv): Status: Ready For Test = Done Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?3317 ___ Missatge enviat a través de/per Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #21972] genhash_bucket_lookup() taking 12% of the time
Update of bug #21972 (project freeciv): Status: In Progress = Ready For Test Planned Release: = 2.4.3, 2.5.0, 2.6.0 ___ Follow-up Comment #2: I still plan to do the more fundamental changes to the genhash code in TRUNK, but attached patch already makes significant improvement only by replacing the switch-case construct with carefully crafted if -constructs (or carefully crafted spaghetti, but given the benefits it's probably worth it). Minimize the need to branch (check condition + jump instructions) code execution. With this genhash_bucket_lookup() takes only 9% of the time (with the same autogame) and the 3% saving goes almost directly to overall execution time of the autogame. As for profiling results in general, I'll post them to freeciv-dev later. (file #20582) ___ Additional Item Attachment: File name: BucketIf.patch Size:2 KB ___ Reply to this item at: http://gna.org/bugs/?21972 ___ 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 #3318] Lycian nation
Update of patch #3318 (project freeciv): Status: In Progress = Done Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?3318 ___ Missatge enviat a través de/per Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #4670] extra_index() as macro
URL: http://gna.org/patch/?4670 Summary: extra_index() as macro Project: Freeciv Submitted by: cazfi Submitted on: Sun 27 Apr 2014 12:01:07 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: extra_index() is the most often called function. Iẗ́'s also trivial, so there's no need to have it as an separate function. In fact, attached patch to implement it as macro makes code size to go slighly down (calling separate function takes more instructions than having it inlined). The goal with this avoidance of calling a sepate function is speed, though. Since extra_index() -function needs array local to extras.c, the macro is implemented like extra_number() instead. This is not a problem at the moment as they currently always give identical results. ___ File Attachments: --- Date: Sun 27 Apr 2014 12:01:07 AM EEST Name: ExtraIndexMacro.patch Size: 1kB By: cazfi http://gna.org/patch/download.php?file_id=20586 ___ Reply to this item at: http://gna.org/patch/?4670 ___ 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 #4666] Qt client: Change the way spy action probabilities are displayed.
Update of patch #4666 (project freeciv): Status: Ready For Test = Done Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?4666 ___ 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 #21901] Segmentation fault in style_of_nation in Freeciv-web
Update of bug #21901 (project freeciv): Status: Ready For Test = Fixed Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?21901 ___ 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 #4642] civ2civ3: happyborders disabled
Update of patch #4642 (project freeciv): Status: Ready For Test = Done Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?4642 ___ 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 #4671] Move limits on what terrain a spy action can be done from to action enablers
URL: http://gna.org/patch/?4671 Summary: Move limits on what terrain a spy action can be done from to action enablers Project: Freeciv Submitted by: sveinung Submitted on: Sat 26 Apr 2014 10:24:40 PM UTC Category: None Priority: 5 - Normal Status: Ready For Test Privacy: Public Assigned to: sveinung Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: 2.6.0 ___ Details: ___ File Attachments: --- Date: Sat 26 Apr 2014 10:24:40 PM UTC Name: 0001-Move-limits-on-what-terrain-a-spy-action-can-be-done.patch Size: 22kB By: sveinung http://gna.org/patch/download.php?file_id=20587 ___ Reply to this item at: http://gna.org/patch/?4671 ___ 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 #21913] find_beachhead() doesn't work properly
Follow-up Comment #4, bug #21913 (project freeciv): Well, I was trying to do more. I've attached better patches for this for S2_4, S2_5, and trunk, which address the most obvious problems with find_beachhead(). I was trying to do something with reverse_pathfinding (broken WIP also attached) for the newer branches, but perhaps that should be considered feature improvement, rather than bugfix, and deferred to a future patch series (given that ferry management appears to need an overhaul for complex nativity anyway, perhaps it is premature to attempt to resolve nativity and variable move rate stuff here anyway). Feel free to apply the bugfix patches, or if you're likely to be busy next week, reassign to me, and I'll apply them after the test period has concluded. (file #20588, file #20589, file #20590, file #20591) ___ Additional Item Attachment: File name: beachhead-bugfix-S2_4.patchSize:2 KB File name: beachhead-bugfix-trunk.patch Size:2 KB File name: beachhead-bugfix-S2_5.patchSize:2 KB File name: beachhead-pathfinding-broken-S2_5.patch Size:2 KB ___ Reply to this item at: http://gna.org/bugs/?21913 ___ 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 #21061] Base City as border sources on same tile
Update of bug #21061 (project freeciv): Status: Ready For Test = Fixed Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?21061 ___ 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 #4671] Move limits on what terrain a spy action can be done from to action enablers
Follow-up Comment #1, patch #4671 (project freeciv): I'm uncomfortable with the philosophy behind this patch, because it encodes what actions can be done by action+terrain, rather than basing it on unit nativity, which either forces all action-enabled units to have similar nativity or requires the ruleset author to spend all sorts of time duplicating actionenabler enties to support the alternatives. This represents a regression from current behaviour (where one can reuse the same actionenabler clauses for both land-based and sea-based spies, for example). So, if we consider these actions to be attacks, could we not reuse unit nativity, UCF_ATT_NON_NATIVE, and UTYF_ONLY_NATIVE_ATTACK as a means to limit the actions that a unit may take against a given tile? Alternately, if actions are not to be considered attacks, I'd much prefer to see the nativity constructions be about unit definitions than about hardcoded terrains (this may require adding the ability to determine if a unit is native to a tile as a requirement). ___ Reply to this item at: http://gna.org/patch/?4671 ___ 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 #4672] Use refuel base cache in pathfinding
URL: http://gna.org/patch/?4672 Summary: Use refuel base cache in pathfinding Project: Freeciv Submitted by: cazfi Submitted on: Sun 27 Apr 2014 03:44:19 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: 2.5.0, 2.6.0 ___ Details: Currently pathfinding does not take advantage of the refuel base cache. This makes is_possible_base_fuel() to appear in the list of functions taking most of the execution time. Attached patch makes is_possible_base_fuel() to use the cache. ___ File Attachments: --- Date: Sun 27 Apr 2014 03:44:19 AM EEST Name: PfRefuelBaseCache.patch Size: 982B By: cazfi http://gna.org/patch/download.php?file_id=20592 --- Date: Sun 27 Apr 2014 03:44:19 AM EEST Name: PfRefuelBaseCache-S2_5.patch Size: 924B By: cazfi http://gna.org/patch/download.php?file_id=20593 ___ Reply to this item at: http://gna.org/patch/?4672 ___ 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 #4563] Unit class refuel bases cache
Update of patch #4563 (project freeciv): Status:Done = Ready For Test Open/Closed: Closed = Open Planned Release:2.5.0, 2.6.0 = 2.4.3, 2.5.0, 2.6.0 ___ Follow-up Comment #3: Port this, and later patch #4672, to S2_4. ___ Reply to this item at: http://gna.org/patch/?4563 ___ 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] Freeciv-Web ideas, suggestions and feedback
I've been poking around at it on a Chromebook recently, and I can't say it's been a very positive experience, especially for somebody new to the game. I need to open it on another platform and compare to see if there are bugs or if what I'm seeing is expected. I'm a front end developer, so I certainly could pitch in on the web project if needed. I tried observing some live games, and it's almost unusable for me. It's possible that the games were just not active, however. Have you had any feedback running the web client on a Chromebook before? ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] Freeciv-Web ideas, suggestions and feedback
It occurred to me after I was writing this message that the slowness is likely because of the lack of GPU support on most Chromebooks. I'll check it out on another platform on my other (faster) machine. However, I am seeing some weirdness in the HTML UI, specifically the tabs and the Freeciv logo on the top. Their padding is zeroed out and the logo is cut off. I can provide a screenshot if it would help. On Sat, Apr 26, 2014 at 6:43 PM, Daniel Ellis cou...@gmail.com wrote: I've been poking around at it on a Chromebook recently, and I can't say it's been a very positive experience, especially for somebody new to the game. I need to open it on another platform and compare to see if there are bugs or if what I'm seeing is expected. I'm a front end developer, so I certainly could pitch in on the web project if needed. I tried observing some live games, and it's almost unusable for me. It's possible that the games were just not active, however. Have you had any feedback running the web client on a Chromebook before? ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev