[Freeciv-Dev] [patch #4816] civ2civ3: ZoCs not affected by non military units.

2014-07-18 Thread Marko Lindqvist
Update of patch #4816 (project freeciv):

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


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[Freeciv-Dev] [bug #21437] Autosettlers ignoring special resources (mining hills without coal when coal is available)

2014-07-18 Thread Marko Lindqvist
Update of bug #21437 (project freeciv):

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


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[Freeciv-Dev] [patch #4885] Revised logic for AI improvement consideration and improvement redundancy

2014-07-18 Thread Emmet Hikory
Follow-up Comment #3, patch #4885 (project freeciv):

I no longer believe this ticket can be split: the manner in which the AI
detects whether an improvement is interesting is somewhat semantically bound
to how is_improvement_redundant() is implemented.

From the client side, the calls to is_improvement_redundant() seem sensible:
ask if buildings currently in cities are currently providing a benefit (with
no promise that they won't start providing a benefit later).  A sensible
implementation for this is just to see if the improvement provides value
(money, units, extras, disaster protection, action prevention, effects, etc.),
which isn't terribly difficult (although a bit tedious, with lots of potential
for consolidated logic).  Doing this properly will also require some means of
deciding whether an additional effect value is actually beneficial (for
example, an effect that reduced unit movement by 1 should probably not be
considered beneficial).

For the AI, things are a bit different.  The AI seems to use this in part to
decide if a building that isn't currently in a city will ever be interesting
to have, so using the same logic above means that many improvements that
*will* be interesting later are ignored, reducing the want value for
dependencies (e.g. Libraries get built less because they fact that they enable
Universities isn't interesting, because the University isn't providing any
effect for a city without a Library).  Also, the AI immediately sells any
improvement that it detects as redundant, so improvements that are only
sometimes useful tend to get sold before they are useful when conditions
aren't right (e.g. switch from Democracy to Communism: lose Superhighways
trade bonus, sell Superhighways, find Democracy less interesting later (and if
interesting enough, less beneficial than before)).  I'm tempted for the AI to
consider building utility differently, selling buildings less often: this may
mean keeping buildings that aren't currently useful (e.g. Cathedrals in the
presence of Michelangelo's Chapel or Police Stations in the presence of
Women's Suffrage), but seems to cause the AI to develop cities more in
general.

Others opinions on the matter welcomed.

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[Freeciv-Dev] [bug #22359] Infinite loop in pick_random_tech

2014-07-18 Thread Emmet Hikory
Follow-up Comment #1, bug #22359 (project freeciv):

Which ruleset is loaded for these backtraces?  Are they different rulesets?

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[Freeciv-Dev] [bug #22359] Infinite loop in pick_random_tech

2014-07-18 Thread Marko Lindqvist
Follow-up Comment #2, bug #22359 (project freeciv):

freeciv-web has its own ruleset, simplified version of classic ruleset that
does not expose features unimplemented in freeciv-web.

https://github.com/freeciv/freeciv-web/tree/master/freeciv/data/fcweb

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[Freeciv-Dev] [patch #4952] Two-mode-workers for threaded AI

2014-07-18 Thread Marko Lindqvist
Update of patch #4952 (project freeciv):

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


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[Freeciv-Dev] [patch #4946] Make alien empire size penalties less severe

2014-07-18 Thread Marko Lindqvist
Follow-up Comment #1, patch #4946 (project freeciv):

- Corrected section name of the new effect sensible with the actual rule (was
leftover from earlier iteration of the rules)

(file #21460)
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Additional Item Attachment:

File name: EmpireSize-2.patch Size:2 KB


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[Freeciv-Dev] [patch #4954] Build threaded AI to Windows Installer build

2014-07-18 Thread Marko Lindqvist
Update of patch #4954 (project freeciv):

  Status:  Ready For Test = Done   

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Follow-up Comment #1:

 so the support should be sufficient for threaded AI

Doesn't look like that in actual testing. Loading threaded AI fails.


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[Freeciv-Dev] [patch #4962] Remove the now unused fields REQ_RANGE and REQ_TYPE from packets.def

2014-07-18 Thread Sveinung Kvilhaugsvik
Update of patch #4962 (project freeciv):

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


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[Freeciv-Dev] [bug #22359] Infinite loop in pick_random_tech

2014-07-18 Thread Andreas Røsdal
Follow-up Comment #3, bug #22359 (project freeciv):

Here's how to reproduce this infinite loop:

- Start a new game on Freeciv-web with the 'techlevel 100' setting.
- End the first turn.
- The server will then freeze, using 100% CPU.

I think that the Freeciv server is running the loop in choose_random_tech()
without ever stopping. This could be because all techs have been discovered
already through the techlevel setting, so the iteration never ends.

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[Freeciv-Dev] [bug #22359] Infinite loop in pick_random_tech

2014-07-18 Thread Andreas Røsdal
Follow-up Comment #4, bug #22359 (project freeciv):

I also get the same server problem in the Freeciv GTK2 client running the
Freeciv C server from current trunk.

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[Freeciv-Dev] [bug #21193] Empty city does not provide contact

2014-07-18 Thread Emmet Hikory
Follow-up Comment #1, bug #21193 (project freeciv):

This has supposed to have been working since r2367, and in trunk, unit_move()
calls maybe_make_contact(), which should trigger contact to the owner of any
adjacent city.  I can't reproduce this on trunk (r25614) by starting a new
game with the classic ruleset, using the editor to place an (empty) foreign
city a knights-move from the start position, and moving the initial explorer
unit adjacent.  Do you have a savegame or instructions to reproduce?


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[Freeciv-Dev] [bug #22359] Infinite loop in choose_random_tech()

2014-07-18 Thread Emmet Hikory
Update of bug #22359 (project freeciv):

 Summary: Infinite loop in pick_random_tech = Infinite loop
in choose_random_tech()

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Follow-up Comment #5:

I'm not understanding the recent changes to techs well enough to know the
right answer, but there's an infinite loop available in choose_random_tech()
when choose_tech() fails to set a research target (as it does when passed an
unresearchable target).  This patch worked for me, but I'm not at all
confident it's right, so won't even consider putting it in SVN (although
anyone else is welcome to swipe it if they understand the situation and like
this solution).  It may be useful to folk running public servers who want to
avoid this issue (but it may break other things: I don't know).


--- a/server/techtools.c
+++ b/server/techtools.c
@@ -924,7 +924,11 @@ void choose_random_tech(struct player *plr)
 {
   struct research* research = research_get(plr);
   do {
-choose_tech(plr, pick_random_tech(plr));
+Tech_type_id tech = pick_random_tech(plr);
+choose_tech(plr, tech);
+if (research_invention_state(research, tech) != TECH_PREREQS_KNOWN) {
+  break;
+}
   } while (research-researching == A_UNSET);
 }


Despite the backtraces, the call to pick_random_tech() where the
interruptions happen is always from choose_random_tech(), and
pick_random_tech() is iterating properly over all available advances, and
returning, and re-interating when called again (I did reproduce this several
times with instrumented builds to confirm this).

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[Freeciv-Dev] [bug #22359] Infinite loop in choose_random_tech()

2014-07-18 Thread Andreas Røsdal
Follow-up Comment #6, bug #22359 (project freeciv):

Thanks a lot. I can confirm that the patch solves the infinite loop problem.

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