[Freeciv-Dev] Freeciv-Web ideas, suggestions and feedback

2014-04-26 Thread Andreas Røsdal

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

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[Freeciv-Dev] [bug #21972] genhash_bucket_lookup() taking 12% of the time

2014-04-26 Thread pepeto
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?

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[Freeciv-Dev] [patch #4388] Requirement range Team

2014-04-26 Thread Jacob Nevins
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().

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[Freeciv-Dev] [bug #21177] Mapuche ruleset improved and fixed

2014-04-26 Thread J.M. Maalderink
Update of bug #21177 (project freeciv):

  Status:None = Ready For Test 


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[Freeciv-Dev] [bug #20081] Redundant cities in han.ruleset

2014-04-26 Thread J.M. Maalderink
Update of bug #20081 (project freeciv):

  Status:None = Fixed  
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [bug #19964] Slightly inaccurate description of Italian nation

2014-04-26 Thread J.M. Maalderink
Update of bug #19964 (project freeciv):

  Status:None = In Progress

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Follow-up Comment #1:

What about this

(file #20580)
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Additional Item Attachment:

File name: italian.rulesetSize:3 KB


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[Freeciv-Dev] [bug #21881] Wrong flags

2014-04-26 Thread J.M. Maalderink
Update of bug #21881 (project freeciv):

  Status:None = In Progress

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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

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[Freeciv-Dev] [patch #3327] Ranian nation

2014-04-26 Thread J.M. Maalderink
Update of patch #3327 (project freeciv):

  Status:None = Ready For Test 
 Assigned to:None = mixcoatl   


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[Freeciv-Dev] [patch #3328] Cimmerian nation

2014-04-26 Thread J.M. Maalderink
Update of patch #3328 (project freeciv):

  Status:None = Ready For Test 
 Assigned to:None = mixcoatl   


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[Freeciv-Dev] [patch #3329] Lusitanian nation

2014-04-26 Thread J.M. Maalderink
Update of patch #3329 (project freeciv):

  Status:None = Ready For Test 
 Assigned to:None = mixcoatl   


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[Freeciv-Dev] [patch #3317] Italian Greek nation

2014-04-26 Thread J.M. Maalderink
Update of patch #3317 (project freeciv):

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


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[Freeciv-Dev] [bug #21972] genhash_bucket_lookup() taking 12% of the time

2014-04-26 Thread Marko Lindqvist
Update of bug #21972 (project freeciv):

  Status: In Progress = Ready For Test 
 Planned Release: = 2.4.3, 2.5.0, 2.6.0

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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)
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Additional Item Attachment:

File name: BucketIf.patch Size:2 KB


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[Freeciv-Dev] [patch #3318] Lycian nation

2014-04-26 Thread J.M. Maalderink
Update of patch #3318 (project freeciv):

  Status: In Progress = Done   
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [patch #4670] extra_index() as macro

2014-04-26 Thread Marko Lindqvist
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

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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.



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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

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[Freeciv-Dev] [patch #4666] Qt client: Change the way spy action probabilities are displayed.

2014-04-26 Thread Sveinung Kvilhaugsvik
Update of patch #4666 (project freeciv):

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


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[Freeciv-Dev] [bug #21901] Segmentation fault in style_of_nation in Freeciv-web

2014-04-26 Thread Marko Lindqvist
Update of bug #21901 (project freeciv):

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


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[Freeciv-Dev] [patch #4642] civ2civ3: happyborders disabled

2014-04-26 Thread Marko Lindqvist
Update of patch #4642 (project freeciv):

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


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[Freeciv-Dev] [patch #4671] Move limits on what terrain a spy action can be done from to action enablers

2014-04-26 Thread Sveinung Kvilhaugsvik
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

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Details:





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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

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[Freeciv-Dev] [bug #21913] find_beachhead() doesn't work properly

2014-04-26 Thread Emmet Hikory
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)
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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


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[Freeciv-Dev] [bug #21061] Base City as border sources on same tile

2014-04-26 Thread Marko Lindqvist
Update of bug #21061 (project freeciv):

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


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[Freeciv-Dev] [patch #4671] Move limits on what terrain a spy action can be done from to action enablers

2014-04-26 Thread Emmet Hikory
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).

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[Freeciv-Dev] [patch #4672] Use refuel base cache in pathfinding

2014-04-26 Thread Marko Lindqvist
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

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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.




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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

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[Freeciv-Dev] [patch #4563] Unit class refuel bases cache

2014-04-26 Thread Marko Lindqvist
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

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Follow-up Comment #3:

Port this, and later patch #4672, to S2_4.

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[Freeciv-Dev] Freeciv-Web ideas, suggestions and feedback

2014-04-26 Thread Daniel Ellis
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?
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Re: [Freeciv-Dev] Freeciv-Web ideas, suggestions and feedback

2014-04-26 Thread Daniel Ellis
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?

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