[Freeciv-Dev] [patch #6668] Separate packet for scenario description

2016-03-01 Thread Marko Lindqvist
Update of patch #6668 (project freeciv):

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


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[Freeciv-Dev] [bug #24474] Gdk-CRITICAL **: gdk_window_move_resize_internal: assertion 'GDK_IS_WINDOW (window)' failed

2016-03-01 Thread Marko Lindqvist
Update of bug #24474 (project freeciv):

 Planned Release: => 2.5.4, 2.6.0, 3.0.0

___

Follow-up Comment #1:

> teared chat-area to a separate window.

Warning is reproducible in all branches.

While I saw no place in the code where a wrong type of would be passed to
relevant functions, I suspect that we actually have a NULL pointer there
during the transitions between separate-window and attached modes.

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[Freeciv-Dev] [patch #7020] Fix warnings about unused helpdata entries

2016-03-01 Thread Marko Lindqvist
Update of patch #7020 (project freeciv):

 Planned Release:2.6.0, 3.0.0 => 2.5.4, 2.6.0, 3.0.0

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Follow-up Comment #1:

S2_5 version

(file #26909)
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Additional Item Attachment:

File name: UnusedHelpEntriesBeforeBoot-S2_5.patch Size:1 KB


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[Freeciv-Dev] [bug #23708] Segmentation fault in cities_trade_route_type during server_quit()

2016-03-01 Thread Marko Lindqvist
Follow-up Comment #7, bug #23708 (project freeciv):

> Untested patch for S2_5 attached

Surprisingly that same patch applies to all branches despite them trade system
changes between them.

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[Freeciv-Dev] [bug #23708] Segmentation fault in cities_trade_route_type during server_quit()

2016-03-01 Thread Marko Lindqvist
Update of bug #23708 (project freeciv):

  Status:None => Ready For Test 
 Planned Release:   3.0.0 => 2.5.4, 2.6.0, 3.0.0

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Follow-up Comment #6:

First commented to bug #24072, but this ticket is even more involved:
"It could be that the other end of the traderoute has just been destroyed
(removed from the game) but the traderoute has not yet been removed from the
client end. I see nothing sending city info about trade partner cities, only
textual events, before city gets removed."

Untested patch for S2_5 attached.

(file #26908)
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Additional Item Attachment:

File name: PartnerInfoOnRouteRemoval-S2_5.patch Size:1 KB


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[Freeciv-Dev] [bug #24072] Segmentation fault with traderoutes

2016-03-01 Thread Marko Lindqvist
Follow-up Comment #11, bug #24072 (project freeciv):

> I see nothing sending city info about trade partner cities, only textual
events, before city gets removed.

This seems like explanation for bug #23708, at least, since that bug took
place when server is removing players and cities.
The NULL pointer there is due to the fact that game_city_by_number(id) can
return NULL even if 'id' is a sane value. That happens when city with that id
has been removed.

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[Freeciv-Dev] [bug #24072] Segmentation fault with traderoutes

2016-03-01 Thread Marko Lindqvist
Follow-up Comment #10, bug #24072 (project freeciv):

It could be that the other end of the traderoute has just been destroyed
(removed from the game) but the traderoute has not yet been removed from the
client end. I see nothing sending city info about trade partner cities, only
textual events, before city gets removed.

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[Freeciv-Dev] [bug #24072] Segmentation fault with traderoutes

2016-03-01 Thread Marko Lindqvist
Follow-up Comment #9, bug #24072 (project freeciv):

> PACKET_PROCESSING_FINISHED

That's actually only last one of the packets received, and could even be
garbage value. The 'type' is relevant only inside the loop going through all
the packets in queue, and the agents thawing is outside (after) that loop.

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[Freeciv-Dev] [bug #24484] get_role_unit() returning unit that even isn't in the ruleset

2016-03-01 Thread Marko Lindqvist
Update of bug #24484 (project freeciv):

  Status:None => Invalid
 Assigned to:None => cazfi  
 Open/Closed:Open => Closed 


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[Freeciv-Dev] [bug #24484] get_role_unit() returning unit that even isn't in the ruleset

2016-03-01 Thread Marko Lindqvist
Follow-up Comment #1, bug #24484 (project freeciv):

> This seems like something from the previous ruleset has not
> been cleared when the ruleset has changed.

Except that syntax error had prevented ruleset change...

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[Freeciv-Dev] [bug #24484] get_role_unit() returning unit that even isn't in the ruleset

2016-03-01 Thread Marko Lindqvist
URL:
  

 Summary: get_role_unit() returning unit that even isn't in
the ruleset
 Project: Freeciv
Submitted by: cazfi
Submitted on: Tue 01 Mar 2016 08:37:06 PM EET
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: 

___

Details:

This seems like something from the previous ruleset has not been cleared when
the ruleset has changed. I get "Migrants" (as returned by utype_rule_name())
as L_SETTLERS unit in my own ruleset. Migrants would be L_SETTLERS unit in the
initially loaded civ2civ3 ruleset.
num_role_units() seems to work correctly, or at least I got no unit at all
(not even the wrong Migrants) from this code in startpos.c before fixing my
ruleset to contain role "Settlers" unit:

if (num_role_units(L_SETTLERS) > 0) {
  struct unit_type *start_worker = get_role_unit(L_SETTLERS, 0);





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[Freeciv-Dev] [patch #7032] Remove sdl-installer build from msys1 env

2016-03-01 Thread Marko Lindqvist
Follow-up Comment #1, patch #7032 (project freeciv):

In addition to applying this patch, remove
- win32/installer/create-freeciv-sdl-nsi.sh
- win32/installer/freeciv-sdl.cmd

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[Freeciv-Dev] [patch #7032] Remove sdl-installer build from msys1 env

2016-03-01 Thread Marko Lindqvist
URL:
  

 Summary: Remove sdl-installer build from msys1 env
 Project: Freeciv
Submitted by: cazfi
Submitted on: Tue 01 Mar 2016 04:44:47 PM EET
Category: general
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 3.0.0

___

Details:

sdl-client has been dropped from TRUNK. Remove references to it from msys1
installer build env.



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File Attachments:


---
Date: Tue 01 Mar 2016 04:44:47 PM EET  Name: DropSdlInstaller.patch  Size: 5kB
  By: cazfi



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[Freeciv-Dev] [task #7815] SDL2-libraries to Windows Installer environment

2016-03-01 Thread Marko Lindqvist
Update of task #7815 (project freeciv):

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


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[Freeciv-Dev] [bug #24475] No migration support for lua "disaster" signal changes

2016-03-01 Thread Marko Lindqvist
Update of bug #24475 (project freeciv):

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


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[Freeciv-Dev] [bug #24094] ai/default/aisettler.c::1251]: Tekun Umam: Failed to build city at (48, 28)

2016-03-01 Thread Marko Lindqvist
Follow-up Comment #4, bug #24094 (project freeciv):

> TRUNK would need something completely different.

Does sveinung have any idea what would be best approach here in relation to
action enablers work?

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[Freeciv-Dev] [patch #7031] Emergency version number part to version number in savegame

2016-03-01 Thread Marko Lindqvist
URL:
  

 Summary: Emergency version number part to version number in
savegame 
 Project: Freeciv
Submitted by: cazfi
Submitted on: Tue 01 Mar 2016 03:54:06 PM EET
Category: general
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 3.0.0

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Details:





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File Attachments:


---
Date: Tue 01 Mar 2016 03:54:06 PM EET  Name: EmergencyVersionSaveVersion.patch
 Size: 578B   By: cazfi



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[Freeciv-Dev] [bug #23965] Savegame loading depends on fc_assert() family members being defined

2016-03-01 Thread Marko Lindqvist
Update of bug #23965 (project freeciv):

  Status:None => In Progress


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[Freeciv-Dev] [bug #21296] Savegame loading doesn't honour REVEAL_MAP_DEAD

2016-03-01 Thread Marko Lindqvist
Follow-up Comment #4, bug #21296 (project freeciv):

Saving the map information for dead players -> patch #7029
Revealing map also to teams once all members have died -> patch #7030


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[Freeciv-Dev] [patch #7030] Check if team has anybody alive for REVEAL_MAP_DEAD

2016-03-01 Thread Marko Lindqvist
URL:
  

 Summary: Check if team has anybody alive for REVEAL_MAP_DEAD
 Project: Freeciv
Submitted by: cazfi
Submitted on: Tue 01 Mar 2016 03:49:08 PM EET
Category: general
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

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Details:

From bug #21296:
"Here it would probably make more sense to check that there's nobody alive in
the team rather than checking that player never was in any team (-> that team
consist of the player alone)"





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[Freeciv-Dev] [task #7966] S3_0 datafile format freeze

2016-03-01 Thread Marko Lindqvist
Update of task #7966 (project freeciv):

  Depends on: => patch #7029


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[Freeciv-Dev] [patch #7029] Save map for dead players

2016-03-01 Thread Marko Lindqvist
URL:
  

 Summary: Save map for dead players
 Project: Freeciv
Submitted by: cazfi
Submitted on: Tue 01 Mar 2016 03:45:41 PM EET
Category: general
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 3.0.0

___

Details:

From bug #21296:
"sg_save_player_vision() doesn't bother to save anything for dead players."
and that's causing minor break in games where revealmap setting has
REVEAL_MAP_DEAD set.

I wouldn't implement this at "any cost" - this ticket is first about
investigating the situation, which may lead to closing it as "WontFix"




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[Freeciv-Dev] [bug #23872] No way to load "xxx.sav" when "xxx.sav.bz2" exist

2016-03-01 Thread Marko Lindqvist
Update of bug #23872 (project freeciv):

  Status: In Progress => Ready For Test 

___

Follow-up Comment #3:

> (maybe even only for '-f' case)

That's how attached fix handles it.

(file #26905)
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Additional Item Attachment:

File name: FindExactFilename-2.patch  Size:3 KB


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[Freeciv-Dev] [bug #24483] Configure fails to set DEFAULT_SAVE_PATH

2016-03-01 Thread Marko Lindqvist
Update of bug #24483 (project freeciv):

  Status: In Progress => Ready For Test 

___

Follow-up Comment #1:

Fix

(file #26904)
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Additional Item Attachment:

File name: DefaultSavePath.patch  Size:0 KB


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[Freeciv-Dev] [bug #24483] Configure fails to set DEFAULT_SAVE_PATH

2016-03-01 Thread Marko Lindqvist
URL:
  

 Summary: Configure fails to set DEFAULT_SAVE_PATH
 Project: Freeciv
Submitted by: cazfi
Submitted on: Tue 01 Mar 2016 11:30:53 AM EET
Category: bootstrap
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: 2.5.4, 2.6.0, 3.0.0

___

Details:

Configure sets macro DEFAULT_SAVES_PATH in compiler command line, instead of
DEFAULT_SAVE_PATH. It also gets an empty value as it tries to set it from
similarly named shell variable (of the configure script itself) while the
correct value is set to correctly named variable.
Fortunately (and why this has not been noticed before) there's currently
nothing in that particular variable requiring configure time substitutions (it
seems to be there for consistency only), but fallback '#ifndef
DEFAULT_SAVES_PATH' -construct in shared.c makes it correct.




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[Freeciv-Dev] [bug #21540] Client-spawned server always logs at verbose level (level 3) regardless of client log level

2016-03-01 Thread Christian Knoke
Follow-up Comment #7, bug #21540 (project freeciv):

Hhm. I think most debugging on level 4 is done separately anyway. That server
and client been started separatly.

Christian


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[Freeciv-Dev] [bug #21540] Client-spawned server always logs at verbose level (level 3) regardless of client log level

2016-03-01 Thread Marko Lindqvist
Follow-up Comment #6, bug #21540 (project freeciv):

> Why that? You need this patch esp. to debug start up local in
> one games.

Usually LOG_DEBUG is associated with further definitions where from the debug
logs are enabled so that it doesn't produce enormous amounts of logs.
"-d 4:../../src/connectdlg_common.c"
I assumed that even if client is started with LOG_DEBUG level, it's done with
such extra limitation, and it's better not to set LOG_DEBUG to server at all
than to set it unlimited.

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[Freeciv-Dev] [bug #21540] Client-spawned server always logs at verbose level (level 3) regardless of client log level

2016-03-01 Thread Christian Knoke
Follow-up Comment #5, bug #21540 (project freeciv):

> in which case one level lower is used

Why that? You need this patch esp. to debug start up local in one games.

Christian


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