[Freeciv-Dev] Re: (PR#13900) settlers build free road on cancelled build
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<URL: http://bugs.freeciv.org/Ticket/Display.html?id=13900 >
I haven't duplicated the bug since 2.0.3, so maybe its already been fixed by
another fix. I will email full method of duplicating bug if I can reproduce
the steps in the new version 2.0.5.
-John
>
>
> <URL: http://bugs.freeciv.org/Ticket/Display.html?id=13900 >
>
> > [Bayprogrammer@xxxxxxx - Tue Sep 06 20:21:38 2005]:
> >
> > Hi,
> >
> > Found another bug, can't duplicate it all the time but I will email
> > you if
> > I or any of the users I've informed can create an exact way to
> > duplicate it
> > every time.
> >
> > This was a bug in 2.0.4 I'm using 5 now so...I will let you know if
> > I can
> > get it to work in the new version.
> >
> > Basically to reproduce, you build a city, and then hit cancel after
> > switching windows, it only works sometimes but I suppose if you had a
> > settler where
> > you want a road and not a city, hit build and play your other moves
> > until you
> > are done, opening other windows, and then come back and hit cancel and
> > move you
> > settler, *free road*.
>
> I don't see how that could possible happen. However I think there is an
> update buglet here that could maybe keep some players from seeing the
> road for a little while.
>
> -jason
>
>
>
> Index: server/citytools.c
> ===================================================================
> RCS file: /home/freeciv/CVS/freeciv/server/citytools.c,v
> retrieving revision 1.276.2.12
> diff -p -u -r1.276.2.12 citytools.c
> --- server/citytools.c 29 Jun 2005 02:17:54 -0000 1.276.2.12
> +++ server/citytools.c 8 Sep 2005 21:21:50 -0000
> @@ -956,8 +956,8 @@ void create_city(struct player *pplayer,
> map_set_special(ptile, S_ROAD);
> if (player_knows_techs_with_flag(pplayer, TF_RAILROAD)) {
> map_set_special(ptile, S_RAILROAD);
> - update_tile_knowledge(ptile);
> }
> + update_tile_knowledge(ptile);
> }
>
> /* It is possible that update_tile_knowledge() already sent tile
> information
>
I haven't duplicated the bug since 2.0.3, so maybe its already been fixed by another fix. I will email full method of duplicating bug if I can reproduce the steps in the new version 2.0.5.
-John
<URL: http://bugs.freeciv.org/Ticket/Display.html?id=13900 >
> [Bayprogrammer@xxxxxxx - Tue Sep 06 20:21:38 2005]:
>
> Hi,
>
> Found another bug, can't duplicate it all the time but I will email
> you if
> I or any of the users I've informed can create an exact way to
> duplicate it
> every time.
>
> This was a bug in 2.0.4 I'm using 5 now so...I will let you know if
> I can
> get it to work in the new version.
>
> Basically to reproduce, you build a city, and then hit cancel after
> switching windows, it only works sometimes but I suppose if you had a
> settler where
> you want a road and not a city, hit build and play your other moves
> until you
> are done, opening other windows, and then come back and hit cancel and
> move you
> settler, *free road*.
I don't see how that could possible happen. However I think there is an
update buglet here that could maybe keep some players from seeing the
road for a little while.
-jason
Index: server/citytools.c
===================================================================
RCS file: /home/freeciv/CVS/freeciv/server/citytools.c,v
retrieving revision 1.276.2.12
diff -p -u -r1.276.2.12 citytools.c
--- server/citytools.c 29 Jun 2005 02:17:54 -0000 1.276.2.12
+++ server/citytools.c 8 Sep 2005 21:21:50 -0000
@@ -956,8 +956,8 @@ void create_city(struct player *pplayer,
map_set_special(ptile, S_ROAD);
if (player_knows_techs_with_flag(pplayer, TF_RAILROAD)) {
map_set_special(ptile, S_RAILROAD);
- update_tile_knowledge(ptile);
}
+ update_tile_knowledge(ptile);
}
/* It is possible that update_tile_knowledge() already sent tile information
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