[Freeciv-Dev] [bug #17816] 1: City size 4, citizen count 5 for Nassau

2016-01-23 Thread Marko Lindqvist
Update of bug #17816 (project freeciv):

Category:None => general
  Status:None => Duplicate  
 Assigned to:None => cazfi  
 Open/Closed:Open => Closed 


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[Freeciv-Dev] [bug #17816] 1: City size 4, citizen count 5 for Nassau

2016-01-23 Thread Jacob Nevins
Follow-up Comment #11, bug #17816 (project freeciv):

Bug #24194 should have fixed this, judging by comment 5 in that ticket?

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[Freeciv-Dev] [bug #17816] 1: City size 4, citizen count 5 for Nassau

2014-07-16 Thread Jacob Nevins
Follow-up Comment #10, bug #17816 (project freeciv):

Did this go away?

Bug #20745 suggests not (that bug's specifically about concurrent movement,
which I assume is in use here).

Comment #5 has an explanation for this. Is it still valid?

Bug #22350 comment 2 (misplaced) suggests it's still happening with
2.5.0-beta0 (and circumstance is "When an enemy city has more than 1
nationality and is captured", which sounds plausibly like comment #5).

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[Freeciv-Dev] [bug #17816] 1: City size 4, citizen count 5 for Nassau

2012-10-06 Thread Marko Lindqvist
Follow-up Comment #9, bug #17816 (project freeciv):

r21878 of *S2_4*

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[Freeciv-Dev] [bug #17816] 1: City size 4, citizen count 5 for Nassau

2012-10-06 Thread Marko Lindqvist
Follow-up Comment #8, bug #17816 (project freeciv):

Again reproducible in r21878. Backtrace seems similar to what I explained in
comment #5. Turn 520.

(file #16652)
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[Freeciv-Dev] [bug #17816] 1: City size 4, citizen count 5 for Nassau

2012-03-29 Thread Jacob Nevins
Update of bug #17816 (project freeciv):

 Planned Release:2.3.2, 2.4.0 =>

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Follow-up Comment #7:

Not going to make 2.3.2 either. Removing release target, but it would be good
to get to the bottom of it.

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[Freeciv-Dev] [bug #17816] 1: City size 4, citizen count 5 for Nassau

2011-11-18 Thread Jacob Nevins

Update of bug #17816 (project freeciv):

 Planned Release:2.3.1, 2.4.0 => 2.3.2, 2.4.0   

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Follow-up Comment #6:

Clearly not going to make 2.3.1. But it looks like we have a lead and just
need tuits, so I'll keep a 2.3.x target.

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[Freeciv-Dev] [bug #17816] 1: City size 4, citizen count 5 for Nassau

2011-06-09 Thread Marko Lindqvist

Update of bug #17816 (project freeciv):

 Planned Release: => 2.3.1, 2.4.0   


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[Freeciv-Dev] [bug #17816] 1: City size 4, citizen count 5 for Nassau

2011-06-07 Thread Marko Lindqvist

Follow-up Comment #5, bug #17816 (project freeciv):

Ok, it's related to that map_clear_borders().

When city shrinks (due to enemy attack in this case) border is temporarily
removed from tile that *neighboring* city is working on. In
map_claim_ownership_full() workers of that city are frozen with
city_map_update_tile_frozen() and there's no thaw for that city before all the
cities are sent with sync_cities()

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[Freeciv-Dev] [bug #17816] 1: City size 4, citizen count 5 for Nassau

2011-06-07 Thread Marko Lindqvist

Follow-up Comment #4, bug #17816 (project freeciv):

Turns out to be rather complicated one to track down.

Anyway, there's suspicious code in city_reduce_size() that might be related
(or bug of its own):

  map_clear_border(pcity->tile);
  city_size_add(pcity, -pop_loss);
  map_claim_border(pcity->tile, pcity->owner);

 If I'm right:
 map_clear_border() can cause all the workers of the city to leave fields!
They are returned to some fields with auto_arrange_workers() later, but all
the worker arrangements player has done are lost.


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[Freeciv-Dev] [bug #17816] 1: City size 4, citizen count 5 for Nassau

2011-06-07 Thread Marko Lindqvist

Follow-up Comment #3, bug #17816 (project freeciv):

Findings so far:

- City size has not recently changed, so problem is in increasing citizen
count when city does not grow.
- Last time information of city was sent without problems, it had just 4
workers
- City has 4 workers and one elvis. Note that elvis is DEFAULT_SPECIALIST
that gets added in many places in code when city size is assumed to grow or
worker is taken off the field.
- City radius has not changed, so problem cannot be in how workers from that
way lost territory are turned to elvises


* City is in worker update queue: it may has just turned worker to elvis, but
feelings calculation sanity has not yet been restored (in queue thaw)

This last point means it should be quite straightforward to check where the
freeze begins and why there is no thaw once I get backtrace.

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[Freeciv-Dev] [bug #17816] 1: City size 4, citizen count 5 for Nassau

2011-05-31 Thread Jacob Nevins

Follow-up Comment #2, bug #17816 (project freeciv):

See also bug #17392.

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[Freeciv-Dev] [bug #17816] 1: City size 4, citizen count 5 for Nassau

2011-02-28 Thread Marko Lindqvist

Update of bug #17816 (project freeciv):

 Release: => TRUNK r19430   

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Follow-up Comment #1:

- Attached autogame produces this error message somewhere between turns 250
and 275 (between those autosaves)

(file #12600)
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[Freeciv-Dev] [bug #17816] 1: City size 4, citizen count 5 for Nassau

2011-02-27 Thread Marko Lindqvist

URL:
  

 Summary: 1: City size 4, citizen count 5 for Nassau
 Project: Freeciv
Submitted by: cazfi
Submitted on: Mon 28 Feb 2011 07:17:27 AM EET
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: 

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Details:

Seen in autogame. Current TRUNK, default ruleset. Once this run ends and I
get results gathered, I'll test if it is reproducible.




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