Ninth game on the multiplayer slow game server

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swaq
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Re: Ninth game on the multiplayer slow game server

#166 Post by swaq »

I think both can be fixed with replacing FOCS files and no recompile. Oberlus's regen fix was merged already and my fix to happiness is here:
viewtopic.php?f=28&t=11604&start=15#p100659

I can work on making an official pull request as well if that would help.

I don't mind the delay of game to get this stuff in a more playable condition. Is everyone comfortable with replacing two files in their default folders?

Magnate
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Re: Ninth game on the multiplayer slow game server

#167 Post by Magnate »

I am. I can even edit them rather than replace them.

o01eg
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Re: Ninth game on the multiplayer slow game server

#168 Post by o01eg »

I could try to fix colony ships happinness issue server-side if I'll add in function ColonizePlanet at ServerApp.cpp:

Code: Select all

        
        float happiness = planet->GetMeter(METER_TARGET_HAPPINESS)->Current();
        planet->GetMeter(METER_HAPPINESS)->SetCurrent(happiness);
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Oberlus
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Re: Ninth game on the multiplayer slow game server

#169 Post by Oberlus »

o01eg wrote: Thu Apr 16, 2020 4:41 pm I could try to fix colony ships happinness issue server-side if I'll add in function ColonizePlanet at ServerApp.cpp:

Code: Select all

        
        float happiness = planet->GetMeter(METER_TARGET_HAPPINESS)->Current();
        planet->GetMeter(METER_HAPPINESS)->SetCurrent(happiness);
If that would work as a workaround while Geoff adds a new keyword to the parser to access colony creation turn... And if it is not troublesome for you.

Otherwise, we could play with the partial fix working only for colonies founded by buildings (i.e. colonies founded by ships still starting at 0 happiness). Either way I'm OK.

AND DOOMED!

ThinkSome
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Re: Ninth game on the multiplayer slow game server

#170 Post by ThinkSome »

Oberlus wrote: Thu Apr 16, 2020 5:17 pm AND DOOMED!
I've said it before: the game reveals too much information about the enemy (researched technologies). I did not know it also shows homeworld counts... guys, this is bad.


What needs testing so the show can go on?

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Oberlus
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Re: Ninth game on the multiplayer slow game server

#171 Post by Oberlus »

My patience.

I gave up for the happiness fix, swaq is still trying things and hitting walls. I thing we shall wait for Geoff to add new FOCS keyword to parser.

o01eg
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Re: Ninth game on the multiplayer slow game server

#172 Post by o01eg »

ThinkSome wrote: Thu Apr 16, 2020 6:12 pm
Oberlus wrote: Thu Apr 16, 2020 5:17 pm AND DOOMED!
I've said it before: the game reveals too much information about the enemy (researched technologies). I did not know it also shows homeworld counts... guys, this is bad.
It's a known issue but current implementation requires to know researched technologies to correctly show ship damage.
ThinkSome wrote: Thu Apr 16, 2020 6:12 pm
What needs testing so the show can go on?
This one: https://github.com/freeorion/freeorion/pull/2863
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Ubuntu Server 22.04 x64, gcc-12, boost-1.74.0
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ThinkSome
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Re: Ninth game on the multiplayer slow game server

#173 Post by ThinkSome »

Can we resume with just the shields fix if happyness needs code changes?

ThinkSome
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Re: Ninth game on the multiplayer slow game server

#174 Post by ThinkSome »

o01eg wrote: Thu Apr 16, 2020 6:26 pm It's a known issue but current implementation requires to know researched technologies to correctly show ship damage.
The game shouldn't show that until combat. It should show only what type of gun it is. It should also not show what is mounted in the internal slots and possibly also not show what kind of shield (if any) is around the ship.

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Oberlus
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Re: Ninth game on the multiplayer slow game server

#175 Post by Oberlus »

swaq hacked it: ready for testing.

o01eg
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Re: Ninth game on the multiplayer slow game server

#176 Post by o01eg »

I've managed to use Travis CI to use Ubuntu PPA to compile server binaries so I won't skip next weekly test build.
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Re: Ninth game on the multiplayer slow game server

#177 Post by Oberlus »

o01eg wrote: Thu Apr 16, 2020 10:02 pm I've managed to use Travis CI to use Ubuntu PPA to compile server binaries so I won't skip next weekly test build.
Great. There is also Geoff fix to buggy fleet blockade already merged (maybe since previous weekly test build).
And the other two fixes we can apply without waiting for next test build.

o01eg
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Re: Ninth game on the multiplayer slow game server

#178 Post by o01eg »

I've applied https://patch-diff.githubusercontent.co ... 2863.patch and https://patch-diff.githubusercontent.co ... 2859.patch to content. I will revert the game to 1 turn so new effects will be recalculated.
Gentoo Linux x64, gcc-11.2, boost-1.78.0
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Welcome to the slow multiplayer game at freeorion-lt.dedyn.io.Version 2024-03-15.b3de094.
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Magnate
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Re: Ninth game on the multiplayer slow game server

#179 Post by Magnate »

?? Does that mean we replay 30 turns??

o01eg
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Re: Ninth game on the multiplayer slow game server

#180 Post by o01eg »

Magnate wrote: Fri Apr 17, 2020 10:08 am ?? Does that mean we replay 30 turns??
Yes, we are playing last turn again.
Gentoo Linux x64, gcc-11.2, boost-1.78.0
Ubuntu Server 22.04 x64, gcc-12, boost-1.74.0
Welcome to the slow multiplayer game at freeorion-lt.dedyn.io.Version 2024-03-15.b3de094.
Donations're welcome:BTC:bc1q007qldm6eppqcukewtfkfcj0naut9njj7audnm

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