[Freeciv-Dev] Re: FAQ errors in editorial updates (PR#910)
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On Sat, Aug 25, 2001 at 11:02:34AM -0700, rwetmore@xxxxxxxxxxxx wrote:
> 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.
In other words: I made mistakes.
> 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
Correct.
> ..+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
After the committing I also noticed this. This issue is on my todo
list.
> # 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?
Ok.
> Not strictly true, usability can return at/after GAME_OVER_STATE. It
> is just not really there for GAME_RUN_STATE.
At least for me the server just exists after the game.
> ..+
> ..+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.
Ack.
> ..+
> ..+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.
> ..+
> ..+===========================================================================
Raimar
--
email: rf13@xxxxxxxxxxxxxxxxx
"When C++ is your hammer, everything looks like a thumb."
-- Steven M. Haflich
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