Two bugs. First, multifire() checks the condition only for surface
ships, not for submarines. Second, multifire() neglects to write back
the ship after retreating it. The player is told the ship retreats,
but it actually stays where it is.
Broken since retreat was added in Chainsaw. Previous fixes (commit
8065fe8, v4.3.1 and commit de2651e, v4.3.19) "fixed" only the
bulletin.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
It's not firing, yet.
While there, trim an unwanted blank line before reporting the first
sector ready.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
Can't actually happen with the current damage formulas. If it could,
then the special treatment would be inconsistent with sectors and land
units.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
We check all necessary conditions for being able to fire before
prompting for a target. Except for land unit guns. Clean that up.
fort_fire(), shp_fire() or lnd_fire() fail only when the fort, ship or
land unit can't fire. If that happens, our checking is incomplete.
Oops then.
We recheck some of the necessary conditions after getting the target.
However, because the command fails when the firing sector, ship or
land unit has changed since the first check, these rechecks can't
fail. Drop them.
Note that the rechecks were just as useless before commit 66165f3
fixed fire to fail on change, because they rechecked the unchanged
cached copy instead of the possibly changed original.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
Adding or removing a command to/from a test has unfortunate effects:
* Before the previous commit: if the command consumes pseudorandom
numbers, all subsequent users of pseudorandom numbers get different
ones. This has always been a major headache.
* Since the previous commit: all subsequent users of pseudorandom
numbers get different ones whether the command consumes any or not.
That's even worse.
* If the command uses BTUs, subsequent prompts are changed. Not
nearly as bad as the above, but still annoying.
Create a new command __cmd to allow compensating for adding/removing
commands for tests. Throw in the ability to compensate treasury
changes for good measure. Three arguments: command count, BTU use,
money use.
Usage example: say you add a convert command to a test, and it uses 3
BTUs and $15. Then you compensate by adding "__cmd added 1 3 15"
right after it.
The command must not be available unless running_test_suite is on, of
course. Make it require the new player command capability TESTING,
and give that to all players when running_test_suite is on.
The command is intentionally not documented in info. Switch
running_test_suite off for info-test, to hide it (and any future
TESTING commands) from info-test.
Suppress the command counter increment for TESTING commands, so they
can be used without upsetting pseudorandom numbers
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
Tests need repeatable pseudorandom numbers to yield repeatable
results. We seed the pseudorandom number generator with a fixed value
(emp_server -R) to make it produce the same sequence of numbers every
time. But whenever code exercised by a test is changed to consume
fewer or more of them, all subsequent users get different numbers
regardless. The ensuing test result changes are extremely tedious to
review.
To address this problem, reseed the PRNG with the count of commands
right before executing a command when running_test_suite is on. This
way, the effect of perturbing the PRN sequence lasts only until the
next command.
Note that the next command could be another player's. Doesn't matter.
Adding or removing commands now upsets the PRN sequence even for
commands that don't consume PRNs. The next commit will take care of
that.
Perturbs test results across the board. Hopefully, that'll happen
much less frequently now.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
For now, it just logs "Configured for testing" on startup, and prints
a scary warning on player login.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
Empire 2 settled on this formula for the stack size:
stacksize = 100000 +
/* finish_sects */ WORLD_X * WORLD_Y * (2 * sizeof(double) +
sizeof(char *));
Obviously attempts to provide space for a known configuration-
dependent stack hog. The hog went away when finish_sects()'s arrays
became dynamically allocated in 4.2.0.
Adjusting for that by dropping the extra term might well do (I observe
only a few KiB of stack used on my system). But let's set it to 512
KiB instead to be on the safe side.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
I observed a stack overflow in news command on my x86_64 system
running Fedora 18.
Empire 2 settled on this formula for the stack size:
stacksize = 100000
/* budget */ + MAX(WORLD_SZ() * sizeof(int) * 7,
/* power */ MAXNOC * sizeof(struct powstr));
Obviously attempts to provide space for known configuration-dependent
stack hogs.
The first hog is allegedly budget. Bogus since day one: its large
arrays were static in Empire 2, and became dynamically allocated in
Empire 3.
The second one makes some sense: powe() has a struct powstr[MAXNOC].
It also has an int[MAXNOC], which isn't accounted for.
Except for ridiculously small worlds, the second term is smaller, and
only the (bogus) first term matters.
Two hogs are missing: head() has a struct histstr[MAXNOC][MAXNOC], and
news() has a short[MAXNOC][MAXNOC]. It also calls head().
I looked for more hogs with "gcc -fstack-usage", and found none.
On my x86_64 system, a news command needs almost 107KiB of stack.
Only slightly less when compiled for 32 bit. Stack overrun for worlds
with fewer than some 320 sectors, thus unlikely to bite in real games.
Increase player stack size to 1 MiB. Using MAXNOC to size the stack
isn't worth the trouble.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
Normally, git's pre-commit hook protects us from them. However, when
expected test output contains trailing white space, we have to bypass
commit hooks. Unwanted space can then slip in if you don't pay
attention. I obviously didn't; clean up.
The previous commit should reduce the need for such hook suppression.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
Units owned by POGO are not in use. Giving a unit to POGO destroys
it. The opposite doesn't work, however: the unit prewrite hooks give
it right back to POGO, because efficiency is below the minimum. Make
it work by also increasing efficiency to minimum.
Note that you can't use this to create a unit that doesn't already
exist in the respective file. That's because edit's second argument
selects from existing objects only.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
SO_KEEPALIVE isn't useless with long idle timeouts. Before v4.3.30's
idle timeout changes, such long timeouts had serious drawbacks (easy
denial of service), but they're just fine since then.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
Bug bites when a ship supplies the sector it's in. First the sector
is charged zero mob for moving the stuff, and is written back. Next,
the sector receives the stuff, and is written back, clobbering the
first write (no effect), and triggering a seqno oops.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
print_plane() ends its output with '\t' instead of '\n'. Next is a
prompt, which supplies the missing newline (see pr_id()).
Ugly, clean up.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
Breaking sanctuary turns 100% sanctuaries into capitals, all others
into highways. Before Empire 3, sanctuaries always became capitals.
Give deities more control over initial state of countries than
choosing between 100% capital and <100% highway sectors: turn
sanctuaries into their new designation on break. Except make a
capital when the new designation is sanctuary (which it normally is).
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
Accept general <SECTS|SHIPS|PLANES|LANDS|NATS> argument instead of
just <SECT|SHIP|PLANE|LAND|NAT>.
edit with <KEY> <VALUE>... arguments applies the arguments to all
selected objects. Without such arguments, edit lets you edit the
selected objects interactively one after the other.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
Unlike other edits, editing a country modifies the object in-place.
It has to, because editing may send bulletins, which updates nat_tgms,
and writing back a copy would clobber these updates, triggering a
seqno mismatch oops.
However, the in-place editing neglects to detect concurrent updates.
Fix that.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
Interactive edit prints the edited object, then reads player input.
If it gets key and value, it applies them to the object, and repeats.
If it gets nothing, it prints the edited object again, and stops.
Remove this last print, because it's not really useful. The object is
commonly the same after reading input as before. Except when a nation
gets updated while "edit c" is waiting for input: then the second
print actually reflects the updates. Has always been that way.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>