[Freeciv-Dev] (PR#40465) [Patch] Remove hardcoded autotoggle=1 on savegame load

2008-09-17 Thread Madeline Book

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

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[Freeciv-Dev] (PR#40465) [Patch] Remove hardcoded autotoggle=1 on savegame load

2008-09-09 Thread Madeline Book

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。

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Re: [Freeciv-Dev] (PR#40465) [Patch] Remove hardcoded autotoggle=1 on savegame load

2008-09-09 Thread Marko Lindqvist

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



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[Freeciv-Dev] (PR#40465) [Patch] Remove hardcoded autotoggle=1 on savegame load

2008-09-09 Thread Madeline Book

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");
 }
 
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[Freeciv-Dev] (PR#40465) [Patch] Remove hardcoded autotoggle=1 on savegame load

2008-08-27 Thread Madeline Book

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);
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