[Freeciv-Dev] (PR#40465) [Patch] Remove hardcoded autotoggle=1 on savegame load
http://bugs.freeciv.org/Ticket/Display.html?id=40465 > Version 1 (simply removing the autotoggle) committed to S2_1 (r15207), S2_2 (r15208) and trunk (r15209). -- 宇宙の最後の存在になるまで進化して繁殖する ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#40465) [Patch] Remove hardcoded autotoggle=1 on savegame load
http://bugs.freeciv.org/Ticket/Display.html?id=40465 > > [EMAIL PROTECTED] - Tue Sep 09 22:50:24 2008]: > > 2008/9/10 Madeline Book: > > > > A second idea for dealing with autotoggle: have the client > > send autotoggle=0 after the take command when the game is > > loaded. This would then avoid the situation where a player > > loads a game, chooses an AI player, and then wonders why > > nothing happens when they press turn done. By turning > > autotoggle off immediately afterwards, it also avoids the > > situations where autotoggle sets wrong players to AI mode > > under exceptional circumstances (the original issue raised > > in this ticket). > > This doesn't respect autotoggle setting from savegame. > > Why client needs to change autotoggle in the first place? After all, > autotoggle should have quite well defined meaning. ISn't it working, > if autotoggle is off, game is saved and again loaded with same > player?? For the same player, yes it works. I assume the autotoggle was there so that upon loading a game, the user could choose an AI player (set as AI in the savegame) to play as without knowing how to toggle that player's state. Actually I think the best thing to do now would be to remove the sending of autotoggle (as per the first patch) and later also remove the "load game" page (the one where the user sees only a list of players/nations), since this can now be done from the pregame page using the improved connection/player list. --- 中央処理装置がむずむずしそうだ。 ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#40465) [Patch] Remove hardcoded autotoggle=1 on savegame load
http://bugs.freeciv.org/Ticket/Display.html?id=40465 > 2008/9/10 Madeline Book: > > A second idea for dealing with autotoggle: have the client > send autotoggle=0 after the take command when the game is > loaded. This would then avoid the situation where a player > loads a game, chooses an AI player, and then wonders why > nothing happens when they press turn done. By turning > autotoggle off immediately afterwards, it also avoids the > situations where autotoggle sets wrong players to AI mode > under exceptional circumstances (the original issue raised > in this ticket). This doesn't respect autotoggle setting from savegame. Why client needs to change autotoggle in the first place? After all, autotoggle should have quite well defined meaning. ISn't it working, if autotoggle is off, game is saved and again loaded with same player?? - ML ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#40465) [Patch] Remove hardcoded autotoggle=1 on savegame load
http://bugs.freeciv.org/Ticket/Display.html?id=40465 > A second idea for dealing with autotoggle: have the client send autotoggle=0 after the take command when the game is loaded. This would then avoid the situation where a player loads a game, chooses an AI player, and then wonders why nothing happens when they press turn done. By turning autotoggle off immediately afterwards, it also avoids the situations where autotoggle sets wrong players to AI mode under exceptional circumstances (the original issue raised in this ticket). -- 「大きなお世話だ」と怒鳴って、岩穴の中に消えた。 diff --git a/client/connectdlg_common.c b/client/connectdlg_common.c index 9f0998c..9cd1bd1 100644 --- a/client/connectdlg_common.c +++ b/client/connectdlg_common.c @@ -490,6 +490,7 @@ void send_start_saved_game(void) my_snprintf(buf, sizeof(buf), "/take \"%s\" \"%s\"", user_name, leader_name); send_chat(buf); + send_chat("/set autotoggle 0"); send_chat("/start"); } ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#40465) [Patch] Remove hardcoded autotoggle=1 on savegame load
http://bugs.freeciv.org/Ticket/Display.html?id=40465 > Patch removes the hardcoded sending of "set autotoggle 1" when the client loads a savegame. This appears to be a constant source of grief for players when the server toggles them to AI under unexpected (yet somehow common) circumstances (e.g. client crash). See for example: http://forum.freeciv.org/viewtopic.php?p=21357 -- 厄払いしなければなりません。 diff --git a/client/connectdlg_common.c b/client/connectdlg_common.c index 9f0998c..3cf8ead 100644 --- a/client/connectdlg_common.c +++ b/client/connectdlg_common.c @@ -486,7 +486,6 @@ void send_start_saved_game(void) char buf[MAX_LEN_MSG]; send_chat("/set timeout 0"); - send_chat("/set autotoggle 1"); my_snprintf(buf, sizeof(buf), "/take \"%s\" \"%s\"", user_name, leader_name); send_chat(buf); ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev