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[Freeciv-Dev] FAQ errors in editorial updates (PR#910)
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[Freeciv-Dev] FAQ errors in editorial updates (PR#910)

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To: freeciv-dev@xxxxxxxxxxx
Cc: bugs@xxxxxxxxxxxxxxxxxxx
Subject: [Freeciv-Dev] FAQ errors in editorial updates (PR#910)
From: rwetmore@xxxxxxxxxxxx
Date: Sat, 25 Aug 2001 11:02:34 -0700 (PDT)

Full_Name: Ross Wetmore
Version: cvs-Aug-25
Distribution: Don't know
Client: Both (or N/A)
OS: RedHat Linux 7.0
Submission from: (NULL) (65.92.47.30)


Some editorial updates may have broken or obscured the intent of the
following FAQ update.

Comments and original wording inserted for review.

Cheers,
RossW
=====

@@ -51,6 +51,50 @@
.. call waits for packets or input on stdin(server-op commands).
..
.. ===========================================================================
..+Server Autogame Testing
..+===========================================================================
..+Code changes should always be tested before submission for inclusion
..+into the CVS source tree. It is useful to run the client and server as
..+autogames to verify either a particular savegame no longer shows a
..+fixed bug, or as a random sequence of games in a while loop overnight.

  To start a server game with all AI players, add lines such as the following
  to your civ.serv startup file.
   ...
..+
..+To start a server game with all AI players, create a fill with lines
                                                        ^^^^-- file
..+such as the following:
..+
..+# set randseed 42       # repeat a particular game (random) sequence
..+# set seed 42           # repeat a particular map generation sequence
..+# set timeout 3         # run a client/server autogame
..+set timeout -1          # run a server only autogame
..+set aifill 7            # fill to 7 players
..+hard                    # make the AI do complex things
..+create Caesar           # first player (with known name) created and
..+                        # toggled to AI mode
..+start
                           ^^^ Note comments cause some commands to break
  # make the AI do complex things
  hard
  # first player (with known name) created and toggled to AI mode
  create Caesar
  start
..+
..+Note: After the after command the server prompt is unusable.
                   ^^^^^-- start?
  Not strictly true, usability can return at/after GAME_OVER_STATE. It
  is just not really there for GAME_RUN_STATE.

..+
..+The commandline to run server-only games can be typed as variations
..+of:
..+$ while( time server/civserver -r civ.serv ); do date; done
..+  ---  or  ---
..+$ server/civserver -r civ.serv -f buggy1534.sav.gz

  To attach one or more clients to an autogame, remove the "start" from the
  civ.serv file, start the server and attach clients to created AI players.
-> Dropping of the sample file name except in the sample commands IMHO
   makes it less clear what you are modifying, and how it is related.
..+
..+To attach one or more clients to an autogame, remove the "start"
..+command, start the server program and attach clients to created AI
..+players. Or type "aitoggle <player>" at the server command prompt for
..+each player that connects. Finally, type "start" when you are ready to
..+watch the show.
..+
..+Note, that the server will eventually flood a client with updates
..+faster than they can be drawn to the screen, thus it should always be
..+throttled by setting a timeout value high enough to allow processing
..+of the large update loads near the end of the game.
..+
..+The autogame mode with timeout -1 is only available in DEBUG versions
..+and should not be used with clients as it removes virtually all the
..+server gating controls.
..+
..+===========================================================================





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