[Freeciv-Dev] [bug #14221] notify.all and notify.player don't work in lua scripts
URL: http://gna.org/bugs/?14221 Summary: notify.all and notify.player don't work in lua scripts Project: Freeciv Submitted by: matz Submitted on: Monday 08/31/2009 at 19:12 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: None ___ Details: calling notify.all or notify.player from a lua script results in an error: lua error: error in error handling I think the problem lies in the following lines from server/scripting/api.pkg: function notify.all(...) notify.event_msg(nil, nil, E.NOEVENT, string.format(unpack(arg))) end function notify.player(player, ...) notify.event_msg(player, nil, E.NOEVENT, string.format(unpack(arg))) end As far as I can see E.NOEVENT has been removed in SVN revision #10901 http://svn.gna.org/viewcvs/freeciv?rev=10901view=rev. Replacing E.NOEVENT by -1, 0 or one of the existing events like E.CHAT_MSG seems to work. But I have no idea which one could be appropriate. ___ Reply to this item at: http://gna.org/bugs/?14221 ___ 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 #14221] notify.all and notify.player don't work in lua scripts
Follow-up Comment #1, bug #14221 (project freeciv): The Bugreport applies to 2.1 and trunk. In 2.1 no error message is generated though. Steps to reproduce the bug: 1. Add the following snippet to script.lua of a ruleset function turn_started_callback(turn, year) notify.all(Hello World) end 2. start a game with that ruleset ___ Reply to this item at: http://gna.org/bugs/?14221 ___ 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 #14217] tech_researched signal called with wrong tech (patch included)
URL: http://gna.org/bugs/?14217 Summary: tech_researched signal called with wrong tech (patch included) Project: Freeciv Submitted by: matz Submitted on: Sunday 08/30/2009 at 20:15 Category: None 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: None ___ Details: When a new technology is researched the tech_researched signal gets called with the newly selected research target instead of the technology which has just been researched. It seems that this bug has been introduced in SVN revision #15849. Steps to reproduce: 1. Add the following snippet to script.lua of a ruleset function tech_researched_callback(tech, player, source) notify.event(nil,nil,0,'Player ' .. player.name .. ' just researched ' .. methods_tech_type_rule_name(tech)) end signal.connect(tech_researched, tech_researched_callback) 2. start a game with that ruleset 3. Select Alphabet to research and Bronze Working as goal 4. Wait till Alphabet is researched 5. Message Player X just researched Bronze Working is shown. Expected message would be Player X just researched Alphabet The attached patch fixes the problem. ___ File Attachments: --- Date: Sunday 08/30/2009 at 20:15 Name: 2009-08-30_tech_researched.patch Size: 823B By: matz http://gna.org/bugs/download.php?file_id=6539 ___ Reply to this item at: http://gna.org/bugs/?14217 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev