[Freeciv-Dev] [bug #21893] Amplio2hexbig from modpack lacks two files

2014-04-05 Thread Davide Baldini
Follow-up Comment #2, bug #21893 (project freeciv):

My fault, I didn't notice that kevin55I
 (anonymous)
already reported the bug.

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[Freeciv-Dev] [bug #21893] Amplio2hexbig from modpack lacks two files

2014-04-04 Thread Davide Baldini
URL:
  

 Summary: Amplio2hexbig from modpack lacks two files
 Project: Freeciv
Submitted by: davide_at_debian
Submitted on: Fri 04 Apr 2014 09:19:08 PM UTC
Category: module installer
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.4.x
 Discussion Lock: Any
Operating System: Any
 Planned Release: 

___

Details:

As Ifaesfu explained on Civland
, the
Amplio2hexbig from the modpack misses to install two files, "units" and
"units.spec", which are required for the tileset to work.




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[Freeciv-Dev] [patch #4608] civ2civ3 rules: added pre-fortress

2014-03-15 Thread Davide Baldini
Follow-up Comment #6, patch #4608 (project freeciv):

I see your point, Bardo. It's hard to embrace all the different types of game
with one ruleset, like single-player, multi-player, short-turn and long-turn.
Having fortress not claiming any land border seems to me too to be the
preferable choice, since the ruleset will have to cover all the possible types
of game.

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[Freeciv-Dev] [patch #4608] civ2civ3 rules: added pre-fortress

2014-03-15 Thread Davide Baldini
Follow-up Comment #3, patch #4608 (project freeciv):

Thanks Bardo for posting this patch here at Gna.

At Greatturn we also have a rationale behind the border claimed by trench and
fortress.
In [this discussion http://civland.org/forum/viewtopic.php?f=87&t=848] we came
to the conclusion that, if trench has border_sq = -1, then fortress should
have border_sq = 1, otherwise the game would turn in a big spoil, as explained
by Ifaesfu on the linked thread.


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[Freeciv-Dev] [patch #4562] Soundtrack 0.1

2014-03-03 Thread Davide Baldini
Follow-up Comment #4, patch #4562 (project freeciv):

Your soundtracks are very well made. I've been following you since you first
appeared on freeciv.org as mqtracks.

If you need permanent web space where to upload your tracks, you can use my
forum at http://civland.org. You can use several megabytes per post; just open
a new thread and stock there the files. Even 100 MB are not a problem.
Hopefully you'll also receive opinions and constructive comments from our
users :)

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[Freeciv-Dev] [bug #18254] Server ignores input when run in screen

2014-03-02 Thread Davide Baldini
Follow-up Comment #6, bug #18254 (project freeciv):

This message always appears to me anytime I enter a blank line in console. I
first noticed this with 2.3.0, progressively up to the current 2.4.2. I don't
know for releases before 2.3.0.

I never got in touch with a build not affected by this bug.

Debian 5 and 6; no Screen, only bg Bash process or nohup.

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[Freeciv-Dev] [patch #3743] /delegate tidy-up

2014-03-02 Thread Davide Baldini
Follow-up Comment #11, patch #3743 (project freeciv):

For reference, the new ticket is here:
https://gna.org/bugs/index.php?21744

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[Freeciv-Dev] [bug #21744] Delegation is case-sensitive for username

2014-03-02 Thread Davide Baldini
URL:
  

 Summary: Delegation is case-sensitive for username
 Project: Freeciv
Submitted by: davide_at_debian
Submitted on: Mon 03 Mar 2014 12:51:22 AM UTC
Category: general
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.4.2
 Discussion Lock: Any
Operating System: Any
 Planned Release: 

___

Details:

The current implementation of delegations is case-sensitive with regard to
usernames. That is, if user "A" delegates his nation to user "B", "b" wouldn't
be able to take the delegation from "A".

In Greatturn, games last for months and usernames can be somewhat long and
complicated; sometimes users log-in typing their nicks w/o paying attention to
case, and then they wonder why delegations stop working.

AFAIK, the whole structure of Freeciv is built to be case insensitive for
usernames, so this patch, which comes from Longturn, is somewhat inconsistent.
Moreover, Longturn solves this issue - for its sole benefit - by using the
following custom code to internally handle delegations in interactions with
DB:


SELECT delegation FROM auth_user AS u
JOIN game_joined j ON (u.id = j.user_id)
JOIN player_player p ON p.id = j.user_id
WHERE lower(username) = lower('$USER') AND game_id = '$GAMENAME';


I think this patch should be made consistent with the rest of Freeciv, by
treating usernames case-insensitively.




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[Freeciv-Dev] [patch #3743] /delegate tidy-up

2014-03-02 Thread Davide Baldini
Follow-up Comment #9, patch #3743 (project freeciv):

The current implementation of delegations is case-sensitive with regard to
usernames. That is, if user "A" delegates his nation to user "B", "b" wouldn't
be able to take the delegation from "A".

In Greatturn, games last for months and usernames can be somewhat long and
complicated; sometimes users log-in typing their nicks w/o paying attention to
case, and then they wonder why delegations stop working.

AFAIK, the whole structure of Freeciv is built to be case insensitive for
usernames, so this patch, which comes from Longturn, is somewhat inconsistent.
Moreover, Longturn solves this issue - for its sole benefit - by using the
following custom code to internally handle delegations in interactions with
DB:


SELECT delegation FROM auth_user AS u
JOIN game_joined j ON (u.id = j.user_id)
JOIN player_player p ON p.id = j.user_id
WHERE lower(username) = lower('$USER') AND game_id = '$GAMENAME';


I think this patch should be made consistent with the rest of Freeciv, by
treating usernames case-insensitively.

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[Freeciv-Dev] [patch #4460] civ2civ3 ruleset update to v6

2014-01-31 Thread Davide Baldini
Follow-up Comment #1, patch #4460 (project freeciv):

Hi bardo :)

at Greatturn we've applied some customizations to the ruleset which you might
be interested in. See here .

Strictly speaking of bug fixes, we also fixed two incorrect help-texts,
present in the modpack release. See here
.

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[Freeciv-Dev] [bug #21279] Freeciv 2.4 client gtk2 crashes when detached

2014-01-11 Thread Davide Baldini
Follow-up Comment #10, bug #21279 (project freeciv):

Thank you Jacob, patch applied to ns0.it. (not live on all server instances)

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[Freeciv-Dev] [bug #21279] Freeciv 2.4 client gtk2 crashes when detached

2013-12-01 Thread Davide Baldini
Follow-up Comment #3, bug #21279 (project freeciv):

I observed the same problem and it indifferently affects Windows or Linux
clients version 2.4.0. This did not affect 2.3.4. I don't know for 2.4.1.

I suspect the probability of hitting the bug depends on the activity of the
server, especially regarding private chatting between users.
This does not affect the server itself, which just reports a "client
disconnected", but only segfaults the client.

If more clients are detached at the same time inside an actively running
server, when one client crashes the others don't do immediately, but may crash
after a few seconds.
Attached or observing clients are not affected.

I spotted this defect on other servers beside freeciv-debian.ns0.it.

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[Freeciv-Dev] [bug #18764] No Governments available for switching

2013-11-04 Thread Davide Baldini
Follow-up Comment #17, bug #18764 (project freeciv):

Erratum:

the previous report refers to the release 2.3.4, not 2.4.0.

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[Freeciv-Dev] [bug #18764] No Governments available for switching

2013-11-04 Thread Davide Baldini
Follow-up Comment #16, bug #18764 (project freeciv):

The bug is affecting Greatturn GT05, as reported here
.

Excerpt from the bug report:

I'm not sure how many turns it's been, but I believe ever since I achieve
Democracy and attempted to change to that government, I have been stuck in
Anarchy. The game is kind enough to post that I should pick a government in
the messages, but when I go to the government menu, there are none to choose
from. The only option there is to start a revolution. I tried to do that again
a while back to see if it would trigger something to reset, but that failed.


The server environment is a vanilla OpenVZ Debian 7.1 without custom
libraries.
Freeciv-server is based upon the stable release 2.4.0.
Compile flags: -march=i686 -O3
GCC version: 4.7.2

Perhaps worth to mention, the game ruleset is a custom Civ2Civ3, available
here .

I cannot publish the savefile until GT05 is over.

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[Freeciv-Dev] Fwd: Frequent polling of meta.freeciv.org

2013-08-05 Thread Davide Baldini

I'm undergoing a major reorganization of the internal structure of the Freeciv 
gaming servers
greatturn.org and freeciv-debian.ns0.it which, in the highest estimation, will 
double their current
polling frequency of meta.freeciv.org, increasing the upper cap frequency from 
120 to 60 seconds.

These values are upper limits beyond which the servers are not allowed to poll; 
common polling
intervals during a regular day will be more relaxed.

Let me know if there are reasons to judge the polling too aggressive so that I 
could reshape the
systems organization.


Bottom note: the max allowed polling load will stay around 350 KB/hour.

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[Freeciv-Dev] [patch #4003] Nuclear explosion art

2013-07-15 Thread Davide Baldini
URL:
  

 Summary: Nuclear explosion art
 Project: Freeciv
Submitted by: davide_at_debian
Submitted on: Mon 15 Jul 2013 03:55:37 PM GMT
Category: art
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

___

Details:

Best suited for isometric tilesets. Art by "guest".
Preview on Amplio2 .



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File Attachments:


---
Date: Mon 15 Jul 2013 03:55:37 PM GMT  Name: nuke.png  Size: 34kB   By:
davide_at_debian



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[Freeciv-Dev] [patch #3539] Scorelog: new tags and details

2013-04-01 Thread Davide Baldini
Follow-up Comment #7, patch #3539 (project freeciv):

I have tools to process the new scorelog format.
If you are interested to see how they work, I have created this thread
 to answer the
question.

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[Freeciv-Dev] [patch #3726] Booleanize all save functions for savegame v2

2013-03-18 Thread Davide Baldini
Follow-up Comment #3, patch #3726 (project freeciv):

[ Ending piece - "browser authonomously submitted the post before I completed
it" ]

...

I could complete the return value's climbing chain of function up to
handle_stdin_input_real(), making things logically cleaner.

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[Freeciv-Dev] [patch #3726] Booleanize all save functions for savegame v2

2013-03-18 Thread Davide Baldini
Follow-up Comment #2, patch #3726 (project freeciv):

In its current state, the proposed patch doesn't touch how the save functions
behave, and it just reports upwards in the functions chain whether a failure
has been detected.
Such report emerges up to save_command() in form of return value, and there it
can be checked. The value is not returned back to handle_stdin_input_real()
too, because it's not actually needed, and because the patch was taken off
Greatturn, which fork()s save_command() to speed up the saving time and hence
it can pass no value back to handle_stdin_input_real().

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[Freeciv-Dev] [patch #3726] Booleanize all save functions for savegame v2

2013-02-20 Thread Davide Baldini
URL:
  

 Summary: Booleanize all save functions for savegame v2
 Project: Freeciv
Submitted by: davide_at_debian
Submitted on: Thu 21 Feb 2013 04:16:25 AM GMT
Category: general
Priority: 3 - Low
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

___

Details:

Booleanize the structure of functions below save_command() for savegame
version 2.

Currently, failures to save the game are only textually reported to users but
are not treated by the server, which is bad for automated, self-managed
servers running 24/7, such as Longturn, Greatturn and similar.

This patch intercepts all save failures along the functions chain beneath
save_command(), and makes a boolean available to let the machine check the
result.

Since when such save failures occur (various assert fails) they usually
compromise any other future saves too, Greatturn uses this to automatically
revert the game to the last functioning savefile, 10 minutes back.

Other case usage for this could be a Lua handle to send a warning email to the
server operator, etc.



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File Attachments:


---
Date: Thu 21 Feb 2013 04:16:25 AM GMT  Name: save_booleanized.patch  Size: 6kB
  By: davide_at_debian



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[Freeciv-Dev] [bug #20539] Assert failure on pregame /save

2013-02-20 Thread Davide Baldini
Follow-up Comment #2, bug #20539 (project freeciv):

> ...when map is not yet created
The map was created and then the game was saved immediately. The pregame
status is due to savefile reload.

No human player ever made any move, not even /take.

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[Freeciv-Dev] [bug #20539] Assert failure on /save

2013-02-20 Thread Davide Baldini
URL:
  

 Summary: Assert failure on /save
 Project: Freeciv
Submitted by: davide_at_debian
Submitted on: Wed 20 Feb 2013 12:36:05 PM GMT
Category: general
Severity: 4 - Important
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.3.4
 Discussion Lock: Any
Operating System: GNU/Linux
 Planned Release: 

___

Details:


/save T0-1361362257
1: in map_get_player_city() [maphand.c::1063]: assertion 'psite == ((void *)0)
|| psite->location == ptile' failed.
1: Please report this message at http://gna.org/projects/freeciv/
1: in map_get_player_city() [maphand.c::1063]: assertion 'psite == ((void *)0)
|| psite->location == ptile' failed.
1: Please report this message at http://gna.org/projects/freeciv/
Game saved as ./saves//T0-1361362257.sav.gz


Match settings:

/show changed
/show: 
/show: All options with non-default values
/show: 
/show: In the column '##' the status of the option is shown:
/show:  - a '!' means the option is locked by the ruleset.
/show:  - a '+' means you may change the option.
/show:  - a '=' means the option is on its default value.
/show: 
/show: Option## value (min, max)
/show: 
/show: size 14 (0, 128)
/show: xsize84 (16, 512)
/show: ysize168 (16, 512)
/show: topology "Wrap East-West", "Wrap North-South", and
"Isometric" (WRAPX|WRAPY|ISO)
/show: generator"Pseudo-fractal height" (FRACTAL)
/show: startpos "All players on a single continent" (ALL)
/show: separatepolesdisabled
/show: landmass 29 (15, 85)
/show: specials 400 (0, 1000)
/show: huts 0 (0, 500)
/show: minplayers   0 (0, 126)
/show: maxplayers   11 (1, 126)
/show: aifill   0 (0, 126)
/show: ec_turns 5 (0, 9)
/show: ec_max_size  1000 (10, 1000)
/show: ec_info  enabled
/show: startunits   "wwxxx"
/show: dispersion   3 (0, 10)
/show: citymindist  2 (0, 9)
/show: barbarians   "No barbarians" (DISABLED)
/show: revolen  2 (0, 10)
/show: timeout  153357 (-1, 863)
/show: fixedlength  enabled
/show: 
/show: A help text for each option is available via 'help '.
/show: 


Ruleset is default; match has 11 players; pregame.
These assertion failures occur at every /save attempt. After some turns, the
asserts turn into another possibly-related severe problem preventing /save to
work at all.
Attached savefile.



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File Attachments:


---
Date: Wed 20 Feb 2013 12:36:05 PM GMT  Name: T0-1361362257.sav.gz  Size: 109kB
  By: davide_at_debian



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[Freeciv-Dev] [patch #3574] Fixed SVG nation flag files

2013-01-17 Thread Davide Baldini
Follow-up Comment #7, patch #3574 (project freeciv):


 You don't think simple
 grep -L "xmlns" *.svg
 would suffice?


No, as the lines 7, 8 of the patch (attached file #16842) show:

-   xmlns:svg="http://www.w3.org/2000/svg";
+   xmlns="http://www.w3.org/2000/svg";



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[Freeciv-Dev] [patch #3574] Fixed SVG nation flag files

2012-12-19 Thread Davide Baldini
Follow-up Comment #2, patch #3574 (project freeciv):

Patch smoothly applies to both trunk and S2_4.
This patch "fixes" all the flags for 2.3.2; as of now, I'm not checking for
other flags (2.4 and trunk) as I would have to edit and test on browser every
single image manually, so it'd be a tedious and long task.

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[Freeciv-Dev] [patch #3574] Fixed SVG nation flag files

2012-12-12 Thread Davide Baldini
URL:
  

 Summary: Fixed SVG nation flag files
 Project: Freeciv
Submitted by: davide_at_debian
Submitted on: Thu 13 Dec 2012 02:19:20 AM GMT
Category: general
Priority: 3 - Low
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

___

Details:

Some of the SVG flag files contained in ./data/flags/ miss a proper "SVG
namespace". This is causing no harm to Freeciv itself, but a namespace
declaration in SVG images increases the compatibility of these files toward
other applications beyond of Freeciv.

In particular, I'm currently working on a web-centered variation of Freeciv,
similar to Longturn, and I've seen that such SVGs are not properly rendered by
the most common browsers; adding the required namespace to the files makes the
images work.
This fix doesn't affect any functionality of Freeciv.

Patch tested on 2.3.2 and 2.3.3.



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File Attachments:


---
Date: Thu 13 Dec 2012 02:19:20 AM GMT  Name: svg_flags_fix-2.3.2.diff  Size:
7kB   By: davide_at_debian



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[Freeciv-Dev] [bug #20308] Savefile's stored world map gets deformed when loaded into client

2012-11-20 Thread Davide Baldini
Follow-up Comment #3, bug #20308 (project freeciv):

  "This is probably simply because different coordinate systems used in
savegame and on screen"

Yes, I bet this apparent problem comes down to the isometric transformation of
the map. However, I'm unaware of how such transformations manipulate the map
between the two coordinate systems, and it just felt weird to see islands from
a continental game savefile.

Thank you for explanation.

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[Freeciv-Dev] [bug #20308] Savefile's stored world map gets deformed when loaded into client

2012-11-19 Thread Davide Baldini
Follow-up Comment #1, bug #20308 (project freeciv):

(Appended map is best seen formatted at:
https://mail.gna.org/public/freeciv-dev/2012-11/msg00095.html)

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[Freeciv-Dev] [bug #20308] Savefile's stored world map gets deformed when loaded into client

2012-11-19 Thread Davide Baldini
URL:
  

 Summary: Savefile's stored world map gets deformed when
loaded into client
 Project: Freeciv
Submitted by: davide_at_debian
Submitted on: Mon 19 Nov 2012 09:08:23 PM GMT
Category: general
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.3.2
 Discussion Lock: Any
Operating System: GNU/Linux
 Planned Release: 

___

Details:

The attached savefile stores a game world map which is shown at the bottom of
this post.
>From this plain text map, it can clearly be seen that the central land is an
island completely surrounded by water. Here resides the red player.

When this savefile is loaded into the client, the client shows a distorted map
where the island becomes merged with the near continents, thus not making it
an island.
Other coastal ocean tiles appear to be interpreted by the server as land.

This problem has been reproduced with multiple server/client 2.3.2 combos
bearing different configurations.

Further details may appear here in future:
http://freeciv-mundi.org/forum/viewtopic.php?f=24&t=262&p=1014

ASCII map copy/pasted from the savefile:

t="p pgfh hfhphhhmfgf++fhmhpgp "
t0001=" p pgg hhmhmmf+sgmmhmfg "
t0002=" g p p hphhhphgdpmhhhp  "
t0003="   gghhmmhdfpg  "
t0004="   gfpgpgghhhpgfdhmmp   "
t0005="   fgpgf ppdgphmp   "
t0006="h gggg dpggg"
t0007="p dpf  ppg ggs   f f   s"
t0008="  dmh  ffgssg   "
t0009="   gf s pggpgg  "
t0010="  pgg fpg  gpp  "
t0011=" ::   hgpp ff  php  "
t0012=" ::  ghhhggfd  gfg  "
t0013=" :: phhdfgppp  gfp  "
t0014=" s  ghhdp fhhp  f   "
t0015=" gp  gs  ffhhgffd   "
t0016=" hhp gps gfmmfggf   "
t0017="  pgf s f+s   gmmhgdp   "
t0018="  ghpphpdfpgggphphfp"
t0019="  sggphmdgs pdhmhhgg"
t0020="  s   ggdgggddmmhhps"
t0021="   s  pgghdp"
t0022="ppfppsggpgdg"
t0023="fgpgp g gs+ggdfg"
t0024="gpppf  phpd p+++gdmp"
t0025="gpdgppdg   gmhm f+gggphp"
t0026="phhgggdg   fhhhpp+pspphg   p"
t0027="dpgpghhh   fhmhgm+s+pdgp"
t0028="hghphgmg   ffhmpg+++ppmdg fp"
t0029="g hpmghfg  p gpfgdf+gffpp p "
t0030="pfhhmggpp  pfdffppg   d "
t0031="g mph pdfg pfpff+gg   h "
t0032="g hphg dfp pgg+gpfgs  d "
t0033="p pfgf hfgpdff++dmhgp h "



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Date: Mon 19 Nov 2012 09:08:23 PM GMT  Name:
freeciv-T0091-Y-0225-final.sav.bz2  Size: 18kB   By: davide_at_debian



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[Freeciv-Dev] [patch #3547] Take over dead AI changes its ranked_username

2012-10-14 Thread Davide Baldini
URL:
  

 Summary: Take over dead AI changes its ranked_username
 Project: Freeciv
Submitted by: davide_at_debian
Submitted on: Sun 14 Oct 2012 02:56:13 PM GMT
Category: general
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

___

Details:

This patch prevents that, when a user takes control (/take) of a dead AI
player, AI's "ranked_username" is switched from "Unassigned" to the user's
"username".
I think dead players' name should remain unchanged until the game ends.



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Date: Sun 14 Oct 2012 02:56:13 PM GMT  Name: takeoverRankFix.patch  Size: 554B
  By: davide_at_debian



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[Freeciv-Dev] [patch #3539] Scorelog: new tags and details

2012-10-10 Thread Davide Baldini
Follow-up Comment #3, patch #3539 (project freeciv):

I realized that the new entry "ranked_username" in the scorelog file
introduced by this patch would serve no purpose since at the time it is
logged, as payload of the "addplayer" directive, the associated player has
just joined the game, and hence TURNS_NEEDED_TO_RANK turns have not yet
passed, which is required to set the variable "ranked_username" to the
player's username from its default ANON_USERNAME.

I removed "ranked_username" from the "addplayer" directive; format is:
addplayer, 
  adds a player starting at the given turn (inclusive)
 is a number which can be reused
 may contain whitespaces
 may contain whitespaces



(file #16684)
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[Freeciv-Dev] [patch #3346] Ranklog: add player's score to log -- rank even if game ends for /endturn

2012-10-10 Thread Davide Baldini
Follow-up Comment #16, patch #3346 (project freeciv):

I'm so used to these server notifications that I haven't been able to pay much
attention to them and notice the incoherence.

The problem is solely the message text itself stating the game results in a
draw, as the ranklog is supposed to almost always set a winner. (The exception
is if game ends for /endgame or turn limit AND all players have the same
score, in which case there is no winner)

Fix attached.




(file #16683)
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[Freeciv-Dev] [patch #3539] Scorelog: new tags and details

2012-10-08 Thread Davide Baldini
Follow-up Comment #1, patch #3539 (project freeciv):

Previous message is best read formatted here
.

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[Freeciv-Dev] [patch #3539] Scorelog: new tags and details

2012-10-08 Thread Davide Baldini
URL:
  

 Summary: Scorelog: new tags and details
 Project: Freeciv
Submitted by: davide_at_debian
Submitted on: Mon 08 Oct 2012 12:36:19 PM GMT
Category: general
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

___

Details:

I introduced these tags to the scorelog file:
  taxout: gold accumulated per turn;
  cunits: amount of civilian units owned.

The scorelog command "addplayer" now logs "username" and "ranked_username", in
addition to player's "name"; it's format becomes:
  addplayer,  , 
  adds a player starting at the given turn (inclusive)
   is a number which can be reused
  may contain whitespaces
  may contain whitespaces
   may contain whitespaces

The white space preceding commas is taken in consideration of sscanf() in
report.c, line 1129, Freeciv 2.3.2.

Patch has been tested.




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---
Date: Mon 08 Oct 2012 12:36:19 PM GMT  Name: scorelog_detailed-2.3.2.patch 
Size: 3kB   By: davide_at_debian



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[Freeciv-Dev] [patch #3346] Ranklog: add player's score to log -- rank even if game ends for /endturn

2012-10-07 Thread Davide Baldini
Follow-up Comment #14, patch #3346 (project freeciv):

Yes, math.h in srv_main.c is not required. I must have forgot it across my
several local revisions.

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[Freeciv-Dev] [bug #18084] Winning, Losing, and Points

2012-10-06 Thread Davide Baldini
Follow-up Comment #3, bug #18084 (project freeciv):

Yes, with patch #3346, in case endturn is reached, the team with highest score
wins the game.

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[Freeciv-Dev] [patch #3526] Connection detach resets "ranked_username"

2012-09-17 Thread Davide Baldini
URL:
  

 Summary: Connection detach resets "ranked_username"
 Project: Freeciv
Submitted by: davide_at_debian
Submitted on: Mon 17 Sep 2012 08:17:11 PM GMT
Category: general
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

___

Details:

Currently, when a user detaches from a player and then a different user
attaches to it, and the game ends within TURNS_NEEDED_TO_RANK turns, the
former player's username is filled into the ranklog file. This is a bad
behaviour which has recently been lamented on chat, potentially causing
incoherent rank lists.

With this patch, after a user detaches (disconnects) from a player, its
ranked_username attribute is re-set to ANON_USER_NAME, allowing third-party
scripts to produce accurate ranks.

The public rank lists are available at
http://freeciv-mundi.org/intel/viewforum.php?f=5&sid=e196e657a76567548e6d1d680aed0ace



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---
Date: Mon 17 Sep 2012 08:17:12 PM GMT  Name: rankfix-2.3.2.patch  Size: 451B  
By: davide_at_debian



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[Freeciv-Dev] [patch #3502] New /topic command

2012-08-18 Thread Davide Baldini
Follow-up Comment #2, patch #3502 (project freeciv):

I think that having both of them is redundant and not completely useful since
"topic" is not shown in client's window.

Anyway it would be useful to have the /topic command until the metaserver
software is adjusted to display the "metamessage" in the main web page.

Schedule or drop as you believe.

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[Freeciv-Dev] [patch #3502] New /topic command

2012-08-15 Thread Davide Baldini
URL:
  

 Summary: New /topic command
 Project: Freeciv
Submitted by: davide_at_debian
Submitted on: Wed 15 Aug 2012 12:19:59 PM GMT
Category: general
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

___

Details:

This patch adds a "topic" server command which can set the relative
metamessage string on the metaserver webpage at runtime.

Before this patch, we used to have a Cazfi's patch that allowed to set a topic
message only by cmdline. Anyway, that patch got obsoleted and is now
incompatible with current sources.

Patch has been tested on 2.3.2 .



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---
Date: Wed 15 Aug 2012 12:19:59 PM GMT  Name: topic_cmd-2.3.2.patch  Size: 5kB 
 By: davide_at_debian



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[Freeciv-Dev] [patch #3346] Ranklog: add player's score to log -- rank even if game ends for /endturn

2012-06-28 Thread Davide Baldini
Follow-up Comment #7, patch #3346 (project freeciv):

I revised the patch and made some improvements;

With the old scorelog file format, it was impossible to parse the scores by
simple means without a small probability to fail, since the log grouped
elements inside parenthesis, but parenthesis are also allowed to be used
inside playernames and usernames.
Instead, I group element by commas, which are forbidden in names.
Also, I fixed a glitch.

I tested this patch under any endgame condition: it produces correct output
for a regular game-over by conquest or spacerace, by reaching endturn , and by
/endgame.

The reference file is now score_system.rev1.diff.

(file #15919)
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[Freeciv-Dev] [patch #3347] /endgame accessible to users

2012-06-27 Thread Davide Baldini
Follow-up Comment #2, patch #3347 (project freeciv):

The file _srv_main.c.diff_ here attached is no more required since the patch
#3346 takes care of calling _rank_users()_ the correct way.
The file _commands.c.diff_ constitutes this patch.

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[Freeciv-Dev] [patch #3346] Ranklog: add player's score to log -- rank even if game ends for /endturn

2012-06-27 Thread Davide Baldini
Follow-up Comment #5, patch #3346 (project freeciv):

I redesigned the rank_users() function. Any ranking is now correct, after
_endturn_, too.
The attached patch to consider is now score_system.diff.

In the function, now I distinguish two conditions:
1) rank_users() is called the traditional way, when a game is over for space
race or conquest. I call this a "victory condition";
2) the functions is called with a flag set, to identify that the game has been
interrupted some way, and no victory condition should be analyzed to rank
players (alive / space). This happens when endturn is reached, when /endgame
is issued, and, potentially, when just the parameter flag is set.

In case 2), victory and winners/losers sorting are determined as:
" 
  For each team is calculated the sum of the scores of any
  belonging member which is alive and has not surrendered;
  all the players in the team with the highest sum of scores win.
"

To specify the first or the second method of calculation the prototype of the
function now is:
  void rank_users(bool interrupt);
* interrupt == FALSE: game ended because of explicit victory, use the
traditional calculation algorithm;
* interrupt == TRUE: game interrupted, calculate teams scores.

The only call to rank_users() in the whole server is done by
/server/srv_main.c::srv_running(). Here I adjusted the _interrupt_ flag.

Touched files are:
* server/score.h
* server/score.c
* server/srv_main.c

(file #15908)
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[Freeciv-Dev] [patch #3346] Ranklog: add player's score to log -- rank even if game ends for /endturn

2012-06-27 Thread Davide Baldini
Follow-up Comment #4, patch #3346 (project freeciv):

Thank you for pointing it out. I was solely concerned about logging the
scores, not the winners/losers classification. I just realized that in case of
/endturn all players would be considered winners, except for space victory.

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[Freeciv-Dev] [patch #3346] Ranklog: add player's score to log -- rank even if game ends for /endturn

2012-06-27 Thread Davide Baldini
Follow-up Comment #2, patch #3346 (project freeciv):

When the game reaches the endturn limit, no ranklog file would be produced at
all. This patch is meant to always provide a score log when the game ends if
the --ranklog option is passed by the command-line. And, to ease post-game
parsing by script, it add the players' scores.

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[Freeciv-Dev] [patch #3347] /endgame accessible to users

2012-06-27 Thread Davide Baldini
Follow-up Comment #1, patch #3347 (project freeciv):

I'm sorry, the function that is called after /endgame is invoked is
rank_users(), not scorelog().

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[Freeciv-Dev] [patch #3347] /endgame accessible to users

2012-06-27 Thread Davide Baldini
URL:
  

 Summary: /endgame accessible to users
 Project: Freeciv
Submitted by: davide_at_debian
Submitted on: Wed 27 Jun 2012 01:22:43 PM GMT
Category: None
Priority: 3 - Low
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

___

Details:

This group of patches makes the command /endgame publicly accessible to users.
Currently the command usage is restricted to admins.

It's permission gets set to ALLOW_CTRL and quota to 50%. When the command is
invoked, scorelog() is called.

I think users should have an easy way to end their game and pore over scores
table. In my experience the most used method to end a game is by /set endturn
and, in my server, by /endgame. /surrender has no usage.
Admins can always recur to the server console to forcedly end the game without
casting a vote.
Also, /endgame is compellingly mnemonic and users should find it easier.
This is also a step toward moving the server concept from a hierarchy with an
admin at the vertex, to a peer administration governed by votes.



___

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---
Date: Wed 27 Jun 2012 01:22:43 PM GMT  Name: commands.c.diff  Size: 605B   By:
davide_at_debian


---
Date: Wed 27 Jun 2012 01:22:43 PM GMT  Name: srv_main.c.diff  Size: 570B   By:
davide_at_debian



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[Freeciv-Dev] [patch #3346] Ranklog: add player's score to log -- rank even if game ends for /endturn

2012-06-27 Thread Davide Baldini
URL:
  

 Summary: Ranklog: add player's score to log -- rank even if
game ends for /endturn
 Project: Freeciv
Submitted by: davide_at_debian
Submitted on: Wed 27 Jun 2012 11:56:45 AM GMT
Category: None
Priority: 3 - Low
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

___

Details:

This patch adds the player's score to the ranklog file.
The current format of this file is:

  turns: n
  winners: rank_username (player_name,username),
  losers: rank_username (player_name,username),

with this patch it becomes:

  turns: n
  winners: rank_username (player_name,username,score),
  losers: rank_username (player_name,username,score),

Also, with this patch, the ranklog file is created even if the game ends
because of endturn is reached; in fact, this is the most common way to end a
game, in my multiplayer experience.
The command-line option --ranklog is still honoured: if it is not present, no
ranklog file is produced.




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---
Date: Wed 27 Jun 2012 11:56:45 AM GMT  Name: score.c.diff  Size: 2kB   By:
davide_at_debian



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