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34 commits

Author SHA1 Message Date
9309670544 tests/version: New; exercises config introspection commands
Exercise version, show and xdump, except for xdump of game state.

The xdump part is mostly factored out of tests/smoke.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-08-06 14:03:55 +02:00
87d08a4584 Bump version to 4.3.34
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-06-04 10:52:11 +02:00
deabb8eda6 Belatedly bump version to 4.3.33
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-03-02 21:16:27 +01:00
7be7ad98aa assault attack paradrop: Fix inconsistent support formatting
With offensive support but no defensive support, there's no empty line
separating the support table from the text that follows.  Fix that.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-03-02 08:20:50 +01:00
d5d92caf94 retreat lretreat edit xdump: Change "torped" to "torpedoed"
"torped" comes from symbol table retreat_flags.  Visible in output of
edit, retreat, lretreat and xdump.  Tolerable in edit, but player
commands like retreat should really use proper words.

Fixing it in retreat_flags changes xdump output, thus risks breaking
clients.  Do it anyway, since no known client recognizes this
particular symbol value.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-03-02 08:20:49 +01:00
24000b4855 navigate march: Fix use-after-free and other bugs
unit_move() is too big and has too many paths through its loop.
Maintenance of the (unspoken) loop invariant isn't obvious.  In fact,
it isn't maintained on some paths.  I found several bugs:

* We check prerequisite conditions for moving before the first move
  and around prompts.  When a condition becomes wrong on the move,
  movement continues all the same until the next prompt.  I believe
  the only way this can happen is loss of crew due to hitting a mine.

* We cache ships and land units in a list of struct ulist.  When a
  ship or land unit gets left behind, its node is removed from the
  list and freed.

  We keep pointer flg pointing to the flagship in that list for
  convenience.  However, the pointer isn't updated until the next
  prompt.  It's referenced for automatic radar and all sub-commands
  other than the six directions and 'h'.  Use after free when such a
  sub-command gets processed after a flagship change without a prompt.
  Same for land units.  For instance, navigating a pair of ships "jh"
  where the flagship has no mobility leaves the flagship behind, then
  attempts to radar automatically using the ship in the freed list
  node.  Likewise, marching a similar pair of land units "jl" examines
  the land unit in the freed list node to figure out how to look.

* We cache mobility in the same list to support fractional mobility
  during movement.  Movement deducts from cached mobility and writes
  the result back to the ship or land unit.

  If something else charges it mobility while it's in this list, the
  cache becomes stale.  shp_nav() and lnd_nav() reload stale caches,
  but don't run often enough.  For instance, when a ship hits mines,
  the mine damage makes the cache stale.  If a direction or 'h'
  follows directly, the stale mobility is written back, clobbering the
  mine hit's mobility loss.

This mess dates back to Empire 2, where it replaced a different mess.
There may be more bugs.

unit_move()'s complex control flow makes reasoning about its loop
invariant too error-prone.  Rewrite the mess instead, splitting off
sensible subroutines.

Also fixes a couple of minor annoyances:

* White-space can confuse the parser.  For instance, "jg l" is
  interpreted like "jgll".  Fix to reject the space.  Broken in commit
  0c12d83, v4.3.7.

* The flagship uses radar automatically before any sub-command (since
  Chainsaw), and all ships use it automatically after a move (since
  4.2.2).  Make them all use it before and after each sub-command,
  whether it's a move or not.

* Land units don't use radar automatically.  Make them use it just
  like ships.

* Always report a flagship / leader change right when it happens, not
  only before and after a prompt.

Left for another day, marked FIXME: BTU charging is unclean.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-03-02 08:20:47 +01:00
dc73207a99 sail: Remove option SAIL
SAIL has issues:

* Sail orders are executed at the update.  Crafty players can use them
  to get around the update window.

* The route is fixed at command time.  You can't let the update find
  the best route, like it does for distribution.

* The info pages documenting it amount to almost 100 non-blank lines
  formatted.  They claim you can follow friendly ships.  This is
  wrong.  They also show incorrect follow syntax.  Unlikely to be the
  only errors.

* Few players use it.  Makes it a nice hidey-hole for bugs.  Here are
  two nice ones:

  - If follow's second argument is negative, the code attempts to
    follow an uninitialized ship.  Could well be a remote hole.

  - If ship #1 follows #2 follows #3 follows #2, the update goes into
    an infinite loop.

* It's more than 500 lines of rather crufty code nobody wants to
  touch.  Thanks to a big effort in Empire 2, it shares some code with
  the navigation command.  It still duplicates other navigation code.
  The sharing complicates fixing the bugs demonstrated by
  navi-march-test.

Reviewing, fixing and testing this mess isn't worth the opportunity
cost.  Remove it instead.  Drop commands follow, mquota, sail and
unsail.  Drop ship selectors mquota, path, follow.

struct shpstr shrinks some more, on my system from 160 to 120 bytes.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-02-28 16:11:28 +01:00
48e656c057 autonav: Remove the feature
The autonavigation feature has issues:

* Autonavigation orders are executed at the update.  Crafty players
  can use them to get around the update window.

* Usability is poor:

  - The order command is overly complex, not least because it can do
    five different things: clear, suspend, resume, declare route, set
    cargo levels.

  - Unlike every other command involving movement, order does not let
    you specify routes, only destination sectors.

  - Setting cargo levels can silently swap start and end point of a
    circular route, because "this keeps the load_it() procedure
    happy".  Maybe it does, but it surely keeps players confused.

  - Setting "start" cargo levels actually sets the "end" levels, and
    vice versa.  Has always been broken that way.

  - Predicting what exactly autonavigation will do at the update isn't
    easy.

* The info pages documenting it amount to almost 400 non-blank lines
  formatted.  They claim only merchant ships can be given orders.
  This is wrong.  Unlikely to be the only error.

* Few players use it, and its workings at the update a fairly opaque.
  Makes it a nice hidey-hole for bugs.  Here are two:

  - Unlike the scuttle command, autonavigation happily scuttles trade
    ships while they're on the trading block.

  - Unlike the load command, autonavigation can load in friendly and
    allied sectors.

* It's more than 700 lines of rather crufty code nobody wants to
  touch.  Thanks to a big effort in Empire 2, it shares code with the
  navigation command.  It still duplicates load code.  The sharing
  complicates fixing the bugs demonstrated by navi-march-test.

Reviewing, fixing and testing this mess isn't worth the opportunity
cost.  Remove it instead.  Drop commands order, qorder and sorder.
Drop ship selectors xstart, xend, ystart, yend, cargostart, cargoend,
amtstart, amtend, autonav.

xdump ship sheds almost half its columns.  struct shpstr shrinks, on
my system from 200 to 160 bytes.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-02-28 16:10:22 +01:00
a4e519c377 navigate: Fix buffer overrun for impossibly long paths taken
When a player moves more than 1023 sectors in a single navigate
command, we overrun the buffer holding the path taken.  Remote hole,
but it requires a ship that can go that far, and even a ship with
speed 1000 would need a tech level well in excess of 1000 for that.
Thus, the hole is purely theoretical for even remotely sane game
configurations.

First known version with the flaw is 4.0.0.

Fix by going back the older behavior: don't print the total path
taken, but do print what the path finder does.  Context diff of an
example:

     [0:634] Command : nav 3 6,0
     Flagship is od   oil derrick (#3)
    +Using path 'n'
      h =
     k . .
      j d
     <67.2:67.2: 6,0> h
     od   oil derrick (#3) stopped at 6,0
    -Path taken: n

This is how march works.

Removes the only use of shp_nav_one_sector()'s unusual return value 2.
Return 1 instead.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-02-01 16:53:01 +01:00
41f00fdd33 nsc: Turn NSC_HIDDEN into a flag
More general, and fewer places need to know about it.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-02-01 16:52:59 +01:00
199388b084 nat: Deprecate selector hostname, fix value to ""
Its value has always been "", unless the deity recompiled with
RESOLVE_IPADDRESS defined, or imported another value with empdump.

I'm going to drop the RESOLVE_IPADDRESS code, including struct natstr
member nat_hostname.  To prepare for that, fix the selector's value to
"", so it doesn't need nat_hostname, and deprecate it.

This changes its "len" in xdump meta nat from 512 to 0.  Unlikely to
upset clients.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-02-01 16:52:58 +01:00
eeb62ab280 build scrap: Redo 4.2.3's fix for manufacturing military
scrap has always returned the scrapped planes' full crew, regardless
of efficiency.  build, however, charged only 10%.  If you built ten
planes with one crew each, you used up one military.  Or none, if you
abused random rounding.  If you scrapped them again, you got ten back.
Pretty pricey way to manufacture military, but wrong all the same.

4.2.3 plugged this hole by making build never round military to zero.
Ugly special case, and not documented.  Also doesn't prevent abuse of
random rounding for planes requiring more than 10 crew, but such
planes don't exist in the stock game.

Redo this fix:

1. Make scrap return crew proportional to efficiency, randomly
rounded.  Note that scrap returns only two thirds of the other
materials, rounded down.  Recycling materials isn't perfect, but
recycling aircrew is.

2. Drop the special case from build: treat military just like other
materials.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2014-02-16 11:48:34 +01:00
1227d2c931 build: Stop abuse of construction material random rounding
Construction materials required for building a ship, plane or land
unit are rounded randomly.  Crafty players exploit this to save
materials: they put just enough materials there so that build succeeds
when it rounds down.  Then they simply keep trying until it succeeds.

Planes and land units are built at 10%, so rounding happens when
materials for 100% aren't multiples of ten.  If they're below ten, you
can even build without materials.  In the stock game, this is the case
for linf, and many plane types.

Ships are built at 20%, so multiples of five aren't rounded.  Ship
building never rounds in the stock game.

Prevent the abuse of random rounding by requiring the required
fractional amount rounded up to be present.  Don't change the actual
charging of materials; that's still randomly rounded.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2014-02-16 11:44:43 +01:00
a109de948b Remove option TREATIES
TREATIES has issues:

* Treaties can cover attack, assault, paradrop, board, lboard, fire,
  build (s|p|l|n) and enlist, but not bomb, launch, torpedo and
  enlistment centers.

* Usability is very poor.  While a treaty is in effect, every player
  action that violates a treaty condition triggers a prompt like this:

    This action is in contravention of  treaty #0 (with Curmudgeon)
    Do you wish to go ahead anyway? [yn]

  If you decline, the action is not executed.  If you accept, it is.
  In both cases, your decision is reported in the news.

  You cannot get rid of these prompts until the treaty expires.

* Virtually nobody uses them.

* Virtually unused code is buggy code.  There is at least one race
  condition: multifire() reads the firing sector, ship or land unit
  before the treaty prompt, and writes it back after, triggering a
  generation oops.  Any updates made by other threads while trechk()
  waits for input are wiped out, triggering a seqno mismatch oops.

* The treaty prompts could confuse smart clients that aren't prepared
  for them.  WinACE isn't, but is reported to work anyway at least
  common usage.  Ron Koenderink (the WinACE maintainer) suspects there
  could be a few situations where it will fail.

This feature is not earning its keep.  Remove it.  Drop command
treaty, consider treaty, offer treaty, xdump treaty, reject treaties.
Output of accept changed, obviously.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2014-02-16 11:44:14 +01:00
30ce78d6df fire: Report which ship or land unit is ready to fire
Just like for sectors.  Useful when multiple ships or land units fire.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2014-01-19 10:23:13 +01:00
e852d458f9 tests: New test-suite-only command __cmd
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>
2014-01-19 10:16:24 +01:00
73f1ac8a2c tests: Make robust against variations in PRNG use
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>
2014-01-19 10:09:17 +01:00
6c0a1fcb1e tests: Enable running_test_suite by default
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2014-01-19 10:09:17 +01:00
48ee722a48 tests: Fix normalization of nat_timeused in prompt in journal
Command prompts show nat_timeused rounded down to minutes.  They need
to be normalized, or else tests can fail when they take too long, or
cross midnight.  Formatted prompts are normalized correctly (not
actually used since commit 9ca3fa9), but the journal contains raw
prompts.  Normalize them, too.

Smoke test's journal.log is affected, because the server charges at
least 15s per login, which adds up into minutes in this test.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2014-01-19 10:09:16 +01:00
d38b685ca3 tests: Disable GODNEWS by default
Only actofgod-test wants it.  Enable it there.  The others either
don't want it (fire-test), or don't care.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2014-01-19 10:09:16 +01:00
3697a0a20b tests: Normalize trailing white space in test output completely
Commit 37ff377 stripped trailing white space in test output, except
for journal.log, where it stripped it only from player output.  This
misses the space preceeding player empty output, and doesn't cover
equally annoying trailing white space elsewhere, such as the space
preceeding empty input and trailing white space in prompts.  Testing
the latter could be marginally useful, but let's keep things simple,
and strip all trailing white space for now.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2014-01-19 08:14:33 +01:00
37ff3774ec tests: Normalize trailing white space away in test output
We don't really care for it there, and git's pre-commit hook flags it,
which is annoying.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2014-01-06 20:49:59 +01:00
d28487acac maps: Trim unwanted trailing space from map decoration
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2014-01-06 20:49:59 +01:00
aafcd97476 resource: Trim unwanted trailing space from output
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2014-01-06 20:49:59 +01:00
02e00ed53b commands: Trim obvious silly trailing space from output
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2014-01-06 20:49:59 +01:00
329da055dd nukes: New selector stockpile
Not interesting without way to make stockpiles.  Coming soon.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2014-01-02 14:33:47 +01:00
9ca3fa95b8 tests: Capture player output via journal instead of client
Capturing the client's output tests both client and server, which is
nice.  However, player input isn't visible in the resulting file,
which makes it more difficult to understand.

Route player output to journal (econfig key "keep_journal 2"), and
ignore client output.

Separate tests for the client would be useful.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2013-05-31 10:52:50 +02:00
1253cccd76 client: Send login commands without trailing space
Cosmetical improvement; the server is just fine with trailing space.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2013-05-31 10:52:18 +02:00
02cb202a69 tests: Cut off log file timestamp instead of normalizing it
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2013-05-31 09:54:50 +02:00
39c26f4238 Switch PRNG from BSD random() to Mersenne Twister
random() may yield different pseudo-random number sequences for the
same seed on another system.  For instance, at least some versions of
MinGW provide a random() in -liberty that differs from traditional BSD
(see commit c8231b12).  Rather inconvenient for regression testing.

MT19937 Mersenne Twister is a proven, high-quality PRNG.  Actual code
is reference code provided by the inventors[*].  Quick tests show
performance comparable to random().

Like random(), MT is not cryptographically secure: observing enough of
its output permits guessing its state, and thus its future output.  I
don't think players can do that.

Drop the copy of BSD random() we added for Windows.

Like the previous commit, this changes the server's die rolls, and
makes fairland create a different random map for the same seed.  Update
expected smoke test results accordingly.

[*] mt19937ar.sep.tgz downloaded from
http://www.math.sci.hiroshima-u.ac.jp/~m-mat/MT/MT2002/emt19937ar.html
2013-05-08 06:55:21 +02:00
cf5ba2cec1 Make smoke test's tech production more robust
The tech center doesn't have enough workers to use all materials in
some updates.  How much get made depends on a die roll then.  Tech
variations are inconvenient because they ripple through the rest of
the smoke test.
2013-05-08 06:55:19 +02:00
df9cc9d9eb Limit che action in smoke test some
Too easily upset by random variations.  Kill them off with anti after
two updates, and occupy with a few more military.

While there, enlist the military in a highway rather than an lcm
plant.
2013-05-08 06:55:19 +02:00
e9fdc200e4 Make smoke test's plane build more robust
The airfield is a sector taken from player 8.  How many updates it
takes to convert is highly variable.  If it converts late, the
airfield may not be constructed in time.  This is currently the case
for me.

Move the airfield to a more dependable sector.

For me, the smoke test now fails frequently, because of differences in
news.  To be fixed next.
2013-05-08 06:55:19 +02:00
49b2b13a90 New make target check
Just a smoke test so far, extracted from src/scripts/nightly/.  This
makes the existing smoke test more easily accessible.  Noteworthy
differences:

* Instead of patching the code to make output more stable, postprocess
  the output to normalize it.

* Compare actual results to expected results instead of the previous
  test run's results.

* Much faster.  The old test harness used sleep liberally to "ensure"
  things always happen in the same order.

Known shortcomings:

* The smoke test hangs when the server fails to complete startup, or
  fails to terminate.

* Normalization of xdump hardcodes columns instead of getting them
  from xdump meta.

* Normalization of time values in xdump is an ugly hack.

* xdump meta column type isn't normalized.  Actual values can vary
  between systems, because the width of enumeration types is
  implementation-defined.  The smoke test works only when they're
  represented as int, which is the case on common systems.

* Currently expected to work only with thread package LWP and a
  random() that behaves exactly like the one on my development system,
  because:

  - Thread scheduling is reliably deterministic only with LWP

  - The PRN sequence produced by random() isn't portable

  - Shell builtin kill appears not to do the job in MinGW

  - The Windows server tries to run as service when -d isn't
    specified

Further work is needed to address these shortcomings.

Getting C programs behave exactly the same on all systems is hard.
We'll likely run into system-dependent differences that upset the
smoke test.  Floating-point computation seems particularly vulnerable.

Instead of updating src/scripts/nightly/ to use "make check", retire
it.  It hasn't been used in quite a while.  Investing more into our
homegrown auto-builder doesn't make sense, as canned auto-builders
such as Travis CI and Jenkins are readily available.

The shell scripts src/scripts/nightly/tests/?? become Empire batch
files tests/smoke/.  The shell scripts are actually shell boilerplate
around Empire batch files.  To make sure git recognizes the move, this
commit moves them unchanged.  tests/smoke-test strips the boilerplate
before it feeds the batch files to the client.  The next commit will
get rid fo that.
2013-05-08 06:55:11 +02:00