bugFreeciv - Bugs: bug #16465, Cannot build two bases on one tile

 
 
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bug #16465: Cannot build two bases on one tile

Submitted by:  HanduMan <handuman>
Submitted on:  Tue 17 Aug 2010 07:25:46 AM UTC  
 
Category: generalSeverity: 3 - Normal
Priority: 5 - NormalStatus: Fixed
Assigned to: pepeto <pepeto>Open/Closed: Closed
Release: 2.2.2Operating System: Microsoft Windows
Planned Release: 2.2.3, 2.3.0

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Thu 19 Aug 2010 11:19:40 AM UTC, SVN revision 17802:

Fix the invalid read of the base::border_sq member in uninitialized bases when
loading the ruleset. It was causing random conflicts between bases (e.g.
Fortress and Airbase).

Reported by HanduMan (handuman)

See gna bug #16465

(Browse SVN revision 17802)

pepeto <pepeto>
Project MemberIn charge of this item.
Thu 19 Aug 2010 11:19:39 AM UTC, SVN revision 17801:

Fix the invalid read of the base::border_sq member in uninitialized bases when
loading the ruleset. It was causing random conflicts between bases (e.g.
Fortress and Airbase).

Reported by HanduMan (handuman)

See gna bug #16465

(Browse SVN revision 17801)

pepeto <pepeto>
Project MemberIn charge of this item.
Tue 17 Aug 2010 01:56:31 PM UTC, comment #11:

>> I don't understand why bases claiming territory should be in
>> conflict. Shouldn't the base with the highest degree of claiming
>> territory use its effect, ignoring the effect of others, but
>> keeping the other bases for the other features?
>
>
>Yes, it was meant to be only temporary solution that territory >claiming bases automatically conflict with each other. To >implement it so that lesser territory claiming bases are ignored >takes some work.


I raised a separated item for that (patch #1864).

pepeto <pepeto>
Project MemberIn charge of this item.
Tue 17 Aug 2010 12:28:08 PM UTC, comment #10:

> Since RT#40502: [Patch] Conflicting bases from ruleset, at
> revision 15242, default ruleset has the following conflicts:


You mean that concept of conflicting bases was implemented back then. Ruins and Buoys have not conflicted since then, as they we're not in game yet.

> * Fortress is in conflict with Airbase.
> * Fortress is in conflict with Buoy.
> * Fortress is in conflict with Ruins.
> * Buoy is in conflict with Ruins.


But Buoy is not conflicting with Airbase? Sounds like there is always conflict added when iterating through them in order to set correct conflicts and the other base has not yet been handled (Fortress is first one so no other base is handled yet when it's conflicts are set up, and only Ruins is after Buoy)

> I don't understand why bases claiming territory should be in
> conflict. Shouldn't the base with the highest degree of claiming
> territory use its effect, ignoring the effect of others, but
> keeping the other bases for the other features?


Yes, it was meant to be only temporary solution that territory claiming bases automatically conflict with each other. To implement it so that lesser territory claiming bases are ignored takes some work.

Marko Lindqvist <cazfi>
Project Administrator
Tue 17 Aug 2010 11:59:20 AM UTC, comment #9:

> Bases are not conflicting currently in 2.2.2? There is a patch
> to make them so? Why?


The one which should be in conflicts in the current behaviour are fortress and buoys because they both claim territory (I would like to know if this is not a bug). Other conflicts are a part of the bug I am sure about.

pepeto <pepeto>
Project MemberIn charge of this item.
Tue 17 Aug 2010 11:56:09 AM UTC, comment #8:

> It looks also like a bug that Airbase and Ruins are considered
> as territory claiming, whereas it's not defined like this in the
> default ruleset.


There was a mistake in reading non-initialized base::border_sq. The attached patch fix that. I don't understand why valgrind didn't report error there.

Now, this fix the behaviour on current default ruleset, but I still not understand why territory claiming bases should be in conflict, as mentioned in RT#40502.

pepeto <pepeto>
Project MemberIn charge of this item.
Tue 17 Aug 2010 11:55:09 AM UTC, comment #7:

Setting techlevel to 100 is the easiest way, but in my opinion, a bit brutal. :P

I use init_techs in a chosen nation's .ruleset:


Bases are not conflicting currently in 2.2.2? There is a patch to make them so? Why?

HanduMan <handuman>
Tue 17 Aug 2010 11:44:13 AM UTC, comment #6:

It looks also like a bug that Airbase and Ruins are considered as territory claiming, whereas it's not defined like this in the default ruleset.

pepeto <pepeto>
Project MemberIn charge of this item.
Tue 17 Aug 2010 11:40:45 AM UTC, comment #5:

Since RT#40502: [Patch] Conflicting bases from ruleset, at revision 15242, default ruleset has the following conflicts:

  • Fortress is in conflict with Airbase.
  • Fortress is in conflict with Buoy.
  • Fortress is in conflict with Ruins.
  • Buoy is in conflict with Ruins.

I don't understand why bases claiming territory should be in conflict. Shouldn't the base with the highest degree of claiming territory use its effect, ignoring the effect of others, but keeping the other bases for the other features?

pepeto <pepeto>
Project MemberIn charge of this item.
Tue 17 Aug 2010 09:33:23 AM UTC, comment #4:

Then, start with:

pepeto <pepeto>
Project MemberIn charge of this item.
Tue 17 Aug 2010 09:30:11 AM UTC, comment #3:

I mean, when you start the game, your units can build neither fortresses nor airbases, so reproducing this from a fresh start requiring acquiring the appropriate techs somehow. Getting to Radio without cheating with the editor will take a while so I was hoping for a short cut.

I didn't mean to imply that fortresses and airbases are in any way mutually exclusive.

Jacob Nevins <jtn>
Project Administrator
Tue 17 Aug 2010 09:27:39 AM UTC, comment #2:

Fortresses and airbases are not incompatibles in technology. One affects land units, the other affects air units. I don't understand your comment.

pepeto <pepeto>
Project MemberIn charge of this item.
Tue 17 Aug 2010 09:20:49 AM UTC, comment #1:

How do you get to the point where you can build fortresses and airbases? Do you play through normally, or use the editor to get the appropriate techs?

Jacob Nevins <jtn>
Project Administrator
Tue 17 Aug 2010 07:25:46 AM UTC, original submission:

This is related to bug #16188

If an airbase is built on a tile that already has a fortress, the fortress disappears when the airbase is finished and vice versa. This goes only for games that have not been saved and reloaded. After save-reload it becomes possible to build both bases on one tile. Also bug #16188 remains unfixed in a fresh game.

Discussed also in this topic on the freeciv forum.

Cannot attach a savegame because the bugs non't survive saving.

HanduMan <handuman>

 

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  • -unavailable- added by cazfi (Posted a comment)
  • -unavailable- added by pepeto (Posted a comment)
  • -unavailable- added by jtn (Posted a comment)
  • -unavailable- added by handuman (Submitted the item)
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    Follow 8 latest changes.

    Date Changed By Updated Field Previous Value => Replaced By
    Thu 19 Aug 2010 11:20:05 AM UTCpepetoStatusReady For Test=>Fixed
      Open/ClosedOpen=>Closed
    Wed 18 Aug 2010 08:09:02 AM UTCpepetoStatusFixed=>Ready For Test
    Tue 17 Aug 2010 01:56:31 PM UTCpepetoStatusNeed Info=>Fixed
      Assigned toNone=>pepeto
    Tue 17 Aug 2010 11:56:26 AM UTCpepetoAttached File-=>Added trunk_S2_2_ruleset_bases_invalid_read.diff, #9889
    Tue 17 Aug 2010 11:56:09 AM UTCpepetoStatusNone=>Need Info
      Planned Release=>2.2.3, 2.3.0
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