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[Freeciv-Dev] Re: (PR#5286) Server crash involving diplomacy
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[Freeciv-Dev] Re: (PR#5286) Server crash involving diplomacy

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To: undisclosed-recipients: ;
Subject: [Freeciv-Dev] Re: (PR#5286) Server crash involving diplomacy
From: "Daniel L Speyer" <dspeyer@xxxxxxxxxxx>
Date: Thu, 21 Aug 2003 15:46:05 -0700
Reply-to: rt@xxxxxxxxxxxxxx

Gregory Berkolaiko wrote:

>On Thu, 21 Aug 2003, Guest wrote:
>
>  
>
>>If I have alliances with two AI nations which haven't contacted each
>>other, and one nation puts a unit on board my ship, the other eventually
>>considers attacking that unit (as part of find_something_to_kill) and
>>triggers an ASSERTion in the server, crashing it.  The simple solution
>>that I see (which works) is to make pplayers_at_war actually check for
>>war, not war or non-contact.  I suspect there are many places where
>>treating uncontacted aliies of allies as enemies will cause lossage.
>>
>>Is there some reason that it's currently overbroad?
>>    
>>
>
>It's an artefact.  And I already proposed the change that is done in your 
>patch.
>
>However, someone should check that _all_ users of pplayer_at_war
>understand your change and we will not create some weird behavioural bugs.
>
>Daniel, can you check this please?
>
Well, I just played a longish game with this change, and it showed no 
weird behavior.  I can't say for sure that the AI wasn't stupider than 
before, but it didn't seem it.

--Daniel Speyer

>
>G.
>
>  
>
>>--- freeciv-cvs-Aug-13-orig/common/player.c     2003-08-13
>>22:41:34.000000000 +0000
>>+++ freeciv-cvs-Aug-13/common/player.c  2003-08-21 15:17:18.000000000 +0000
>>@@ -577,7 +577,7 @@
>>   if (is_barbarian(pplayer) || is_barbarian(pplayer2)) {
>>     return TRUE;
>>   }
>>-  return ds == DS_WAR || ds == DS_NO_CONTACT;
>>+  return ds == DS_WAR;
>> }
>> 
>> /***************************************************************
>>
>>
>>
>>    
>>
>
>
>  
>





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