[Freeciv-Dev] (PR#40016) FreeCiv 2.1.2 crash - message pane

2008-01-14 Thread [EMAIL PROTECTED]

URL: http://bugs.freeciv.org/Ticket/Display.html?id=40016 

Hello:

civclient crashed with following error message to terminal when message 
in message pane was double-clicked after pressing Turn Done but before 
civclient had processed turn:
[...]
civclient: messagewin_common.c:165: get_message: Assertion 
`message_index = 0  message_index  messages_total' failed.
Aborted
[...]

FreeCiv 2.1.2 (GTK client) compiled from source code without errors or 
warnings of any kind and running on Fedora 7 Linux.

Thanx and Regards,
VJSchiavoni
[EMAIL PROTECTED]

-- 
I may detest what you say, but I will defend to the death your right to say 
it. EB Hall, Friends of Voltaire, 1906 






Hello:

civclient crashed with following error message to terminal when message
in message pane was double-clicked after pressing "Turn Done" but
before civclient had processed turn:
[...]
civclient: messagewin_common.c:165: get_message: Assertion
`message_index = 0  message_index  messages_total'
failed.
Aborted
[...]

FreeCiv 2.1.2 (GTK client) compiled from source code without errors or
warnings of any kind and running on Fedora 7 Linux.

Thanx and Regards,
VJSchiavoni
[EMAIL PROTECTED]

-- 
"I may detest what you say, but I will defend to the death your right to say it." EB Hall, "Friends of Voltaire", 1906 



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[Freeciv-Dev] (PR#40016) 2.1.2 assert - message pane after turn done

2008-01-14 Thread William Allen Simpson

URL: http://bugs.freeciv.org/Ticket/Display.html?id=40016 

Thank you, that helps narrow down a previously reported problem.

However, I'm not personally able to reproduce.  I'll try staring at the 
code to see whether anything leaps to mind


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[Freeciv-Dev] (PR#40010) 2.1.2 SDL assert - message pane

2008-01-14 Thread William Allen Simpson

URL: http://bugs.freeciv.org/Ticket/Display.html?id=40010 

Thank you, that helps narrow down a previously reported problem.

However, I'm not personally able to reproduce.  I'll try staring at the 
code to see whether anything leaps to mind


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[Freeciv-Dev] (PR#40017) bug

2008-01-14 Thread [EMAIL PROTECTED]

URL: http://bugs.freeciv.org/Ticket/Display.html?id=40017 

Hello I use freeciv-2.1.2-sdl client on windows XP SP2
Fall of program happend after:
1. start civserver
2. set aifill 30
3. start civclient
4. join game
5. start game
6. crash with this code in civclient.RPT
---
Error occured on Monday, January 14, 2008 at 19:49:33.

c:\Program Files\Freeciv-2.1.2-sdl\civclient.exe caused an Access Violation at 
location 004c2dfc in module c:\Program Files\Freeciv-2.1.2-sdl\civclient.exe 
Reading from location .

Registers:
eax= ebx=02061e28 ecx=03d53dc8 edx=0206a968 esi=0206a968 edi=0416e018
eip=004c2dfc esp=0022f990 ebp=0022f9b8 iopl=0 nv up ei pl nz na pe nc
cs=001b  ss=0023  ds=0023  es=0023  fs=003b  gs= efl=00210202

Call stack:
004C2DFC  c:\Program Files\Freeciv-2.1.2-sdl\civclient.exe:004C2DFC  
races_dialog_ok_callback  
x:/Projekte/freeciv/src/build/freeciv-2.1.2-sdl/client/gui-sdl/dialogs.c:2211
004F1490  c:\Program Files\Freeciv-2.1.2-sdl\civclient.exe:004F1490  
widget_pressed_action  
x:/Projekte/freeciv/src/build/freeciv-2.1.2-sdl/client/gui-sdl/widget.c:393
004ABE1A  c:\Program Files\Freeciv-2.1.2-sdl\civclient.exe:004ABE1A  
main_mouse_button_down_handler  
x:/Projekte/freeciv/src/build/freeciv-2.1.2-sdl/client/gui-sdl/gui_main.c:351
004AC65C  c:\Program Files\Freeciv-2.1.2-sdl\civclient.exe:004AC65C  
gui_event_loop  
x:/Projekte/freeciv/src/build/freeciv-2.1.2-sdl/client/gui-sdl/gui_main.c:711
004ACE8C  c:\Program Files\Freeciv-2.1.2-sdl\civclient.exe:004ACE8C  ui_main  
x:/Projekte/freeciv/src/build/freeciv-2.1.2-sdl/client/gui-sdl/gui_main.c:999
00406328  c:\Program Files\Freeciv-2.1.2-sdl\civclient.exe:00406328  SDL_main  
x:/Projekte/freeciv/src/build/freeciv-2.1.2-sdl/client/civclient.c:404
0050C4FB  c:\Program Files\Freeciv-2.1.2-sdl\civclient.exe:0050C4FB  
console_main  
/Users/hercules/trunk/SDL-1.2/./src/main/win32/SDL_win32_main.c:220
0050C6D9  c:\Program Files\Freeciv-2.1.2-sdl\civclient.exe:0050C6D9  WinMain  
/Users/hercules/trunk/SDL-1.2/./src/main/win32/SDL_win32_main.c:357
0050BF58  c:\Program Files\Freeciv-2.1.2-sdl\civclient.exe:0050BF58  
units_have_activity_on_tile  
x:/Projekte/freeciv/src/build/freeciv-2.1.2-sdl/common/unitlist.c:194
0040124B  c:\Program Files\Freeciv-2.1.2-sdl\civclient.exe:0040124B
004012B8  c:\Program Files\Freeciv-2.1.2-sdl\civclient.exe:004012B8
7C816FD7  C:\WINDOWS\system32\kernel32.dll:7C816FD7  RegisterWaitForInputIdle
---
When i try it againt it fall with same report.
But all is OK after:
1. start civclient
2. start new game
3. set aifill 30
4. start game
5. all is fine

Thanks for that game guys, next time i try to report patch(after understending 
of minGW)...




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[Freeciv-Dev] (PR#40017) 2.1.2 SDL races_dialog_ok_callback crash

2008-01-14 Thread William Allen Simpson

URL: http://bugs.freeciv.org/Ticket/Display.html?id=40017 

Thanks for the report.


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Re: [Freeciv-Dev] (PR#40010) 2.1.2 SDL assert - message pane

2008-01-14 Thread William Allen Simpson

URL: http://bugs.freeciv.org/Ticket/Display.html?id=40010 

Christian Renz wrote:
 sorry for replying by e-mail instead of using the bug tracker, but I  
 can't log in as guest (and I don't have an account)
 
We want you to reply by email.  That's how you send us nice attachments



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Re: [Freeciv-Dev] (PR#40011) bad borders, city, and tile owners

2008-01-14 Thread William Allen Simpson

URL: http://bugs.freeciv.org/Ticket/Display.html?id=40011 

Thank you for the bad savegame!  This is the worst I've ever seen.  It will
help in debugging our future code

Sadly, the 2.1 border generation code is very buggy, and has a tendency to
crash whenever cities change hands out of sight.  For 2.2, the code has
been changed to deterministic borders.

The 2.1 server loads it without complaint, but then the client crashes
trying to display impossible data.  Some 2.1.2+ test runs:

0   civclient   0x00039758 fill_terrain_sprite_layer + 0x30 
(tilespec.c:3781)
1   civclient   0x0003a594 fill_sprite_array + 0x3b4 
(tilespec.c:4086)
2   civclient   0x0001b678 put_one_element + 0x68 
(mapview_common.c:897)
3   civclient   0x0001bc38 put_one_tile + 0x84 
(mapview_common.c:1071)
4   civclient   0x0001c3f0 update_map_canvas + 0x7a4 
(mapview_common.c:1142)


0   civclient   0x000392b8 fill_terrain_sprite_array + 0x41c 
(tilespec.c:3667)
1   civclient   0x000397dc fill_terrain_sprite_layer + 0xb4 
(tilespec.c:3803)
2   civclient   0x0003a594 fill_sprite_array + 0x3b4 
(tilespec.c:4086)
3   civclient   0x0001b678 put_one_element + 0x68 
(mapview_common.c:897)
4   civclient   0x0001bc38 put_one_tile + 0x84 
(mapview_common.c:1071)
5   civclient   0x0001c3f0 update_map_canvas + 0x7a4 
(mapview_common.c:1142)


The 2.2 pre-beta server code has more extensive error checking, it won't
load the file, here is a sampling:

1: Failed sanity check in Echmiadzin[10](52, 14): tile_owner(pcity-tile) == 
NULL || tile_owner(pcity-tile) == pplayer (sanitycheck.c:230)
1: Failed sanity check in Echmiadzin[10](52, 14): tile_owner(pcity-tile) == 
NULL || tile_owner(pcity-tile) == pplayer (sanitycheck.c:230)
1: Failed sanity check in Echmiadzin[10](52, 14): workers + 
city_specialists(pcity) == pcity-size + 1 (sanitycheck.c:333)
1: Failed sanity check in Echmiadzin[10](52, 14): tile_owner(pcity-tile) == 
NULL || tile_owner(pcity-tile) == pplayer (sanitycheck.c:230)
1: Failed sanity check in Echmiadzin[10](52, 14): tile_owner(pcity-tile) == 
NULL || tile_owner(pcity-tile) == pplayer (sanitycheck.c:230)
1: Failed sanity check in Echmiadzin[10](52, 14): workers + 
city_specialists(pcity) == pcity-size + 1 (sanitycheck.c:333)
1: Failed sanity check in Echmiadzin[10](52, 14): tile_owner(pcity-tile) == 
NULL || tile_owner(pcity-tile) == pplayer (sanitycheck.c:230)
1: Failed sanity check in Echmiadzin[10](52, 14): tile_owner(pcity-tile) == 
NULL || tile_owner(pcity-tile) == pplayer (sanitycheck.c:230)
1: Failed sanity check in Echmiadzin[10](52, 14): workers + 
city_specialists(pcity) == pcity-size + 1 (sanitycheck.c:333)
1: Failed sanity check in Celje[5](48, 20): tile_owner(pcity-tile) == NULL || 
tile_owner(pcity-tile) == pplayer (sanitycheck.c:230)
1: Failed sanity check in Celje[5](48, 20): tile_owner(pcity-tile) == NULL || 
tile_owner(pcity-tile) == pplayer (sanitycheck.c:230)
1: Failed sanity check in Celje[5](48, 20): workers + city_specialists(pcity) 
== pcity-size + 1 (sanitycheck.c:333)
1: Failed sanity check in Ljubljana[5](43, 18): tile_owner(pcity-tile) == NULL 
|| tile_owner(pcity-tile) == pplayer (sanitycheck.c:230)
1: Failed sanity check in Ljubljana[5](43, 18): tile_owner(pcity-tile) == NULL 
|| tile_owner(pcity-tile) == pplayer (sanitycheck.c:230)
1: Failed sanity check in Ljubljana[5](43, 18): workers + 
city_specialists(pcity) == pcity-size + 1 (sanitycheck.c:333)
1: Failed sanity check in Ljubljana[5](43, 18): tile_owner(pcity-tile) == NULL 
|| tile_owner(pcity-tile) == pplayer (sanitycheck.c:230)
1: Failed sanity check in Ljubljana[5](43, 18): tile_owner(pcity-tile) == NULL 
|| tile_owner(pcity-tile) == pplayer (sanitycheck.c:230)
1: Failed sanity check in Ljubljana[5](43, 18): workers + 
city_specialists(pcity) == pcity-size + 1 (sanitycheck.c:333)
1: Failed sanity check in Ljubljana[5](43, 18): tile_owner(pcity-tile) == NULL 
|| tile_owner(pcity-tile) == pplayer (sanitycheck.c:230)
1: Failed sanity check in Ljubljana[5](43, 18): tile_owner(pcity-tile) == NULL 
|| tile_owner(pcity-tile) == pplayer (sanitycheck.c:230)
1: Failed sanity check in Ljubljana[5](43, 18): workers + 
city_specialists(pcity) == pcity-size + 1 (sanitycheck.c:333)
1: Failed sanity check in Ljubljana[5](43, 18): tile_owner(pcity-tile) == NULL 
|| tile_owner(pcity-tile) == pplayer (sanitycheck.c:230)
1: Failed sanity check in Ljubljana[5](43, 18): tile_owner(pcity-tile) == NULL 
|| tile_owner(pcity-tile) == pplayer (sanitycheck.c:230)
1: Failed sanity check in Ljubljana[5](43, 18): workers + 
city_specialists(pcity) == pcity-size + 1 (sanitycheck.c:333)
1: Failed sanity check in Ljubljana[5](43, 18): tile_owner(pcity-tile) == NULL 
|| tile_owner(pcity-tile) == pplayer (sanitycheck.c:230)
1: Failed sanity check in Ljubljana[5](43, 18): tile_owner(pcity-tile) == NULL 
|| 

Re: [Freeciv-Dev] (PR#40001) Update to catalan.ruleset for 2.1

2008-01-14 Thread Joan Creus

URL: http://bugs.freeciv.org/Ticket/Display.html?id=40001 

This transaction appears to have no content
So, last patch (for now) for catalan.ruleset in 2.1.

Basically, it's the same as the current ruleset, with no translatable
strings changed, and:
- two more rulers.
- removed portuguese from civilwar_nations (they are too far) and added
french, which actually makes historical sense (several Catalan cities
became French after a war) in the XVII century.
- modified the comment to reflect that it corresponds to lands settled by
Catalans, where Catalan is still spoken today. There is also a historical
basis (of lands ruled by Catalans) but is not limited to the current
definition of Catalonia.
- added a few cities, including some Andorran ones, and removed the Occitan
city of Tolosa.

About medieval or not, your call. I'd leave it, since the Middle Ages is
usually considered the time of splendour of the Catalan empire.

Cheers,

Joan


2008/1/8, William Allen Simpson [EMAIL PROTECTED]:


 URL: http://bugs.freeciv.org/Ticket/Display.html?id=40001 

 Daniel Markstedt wrote:
  Very enlightening discussion. Thanks everyone.
 
 Yeah, it was kinda fun spending several hours learning something entirely
 new to me

 There are a lot of parallels to arguments over Romans and Greeks and Kurds
 and Armenians, among others.


  I propose keeping the Catalan nation in its current Països Catalans
  form while removing it from the 'medieval' group, leaving it simply
  European.
 
 Investigation showed the Catalans *were* medieval, the cities listed (with
 one exception) are properly from the medieval areas.  The Països
 Catalans
 are merely an attempt to reunite the culturally related areas.

 (Being of Scottish ancestry, and in communication with Scottish 2nd and
 3rd
 cousins, I understand and sympathize.)

 The silly idea that the label Crown of ... is more important is
 confusing
 heraldic precedence with reality.  The Aragonese princess was a child
 bride,
 the dominate dynasty was Catalan, the capital was Catalan.

 Aragonese culture wasn't the primary culture that was spread, and the
 present language distribution demonstrates the reality

 We've seen this before with Greeks.  Alexander the Great wasn't Greek
 (unless you subscribe to the theory that all French and Spanish are
 actually Italian because the language root is the same).  He *conquered*
 the Greeks.  The Empire was officially Macedonian.

 But the era is called Hellenic, because the Hellenic culture was spread.

 In a truly civilization spanning game, it's helpful to pay more attention
 to scientific archaeological and anthropological analysis instead of
 partisan bickering that the existence of Catalan is somehow insulting to
 the Spanish


  Creating a 'cultural' group is a great idea - I'd like to introduce it
  in 2.2 where we will have a lot more of this kind of nation in the
  default ruleset.
 
 Good idea.  But I'd add it in addition to the medieval, etc.  After all,
 it's just a group label.



So, last patch (for now) for catalan.ruleset in 2.1.Basically, its the same as the current ruleset, with no translatable strings changed, and:- two more rulers.- removed portuguese from civilwar_nations (they are too far) and added french, which actually makes historical sense (several Catalan cities became French after a war) in the XVII century.
- modified the comment to reflect that it corresponds to lands settled by Catalans, where Catalan is still spoken today. There is also a historical basis (of lands ruled by Catalans) but is not limited to the current definition of Catalonia.
- added a few cities, including some Andorran ones, and removed the Occitan city of Tolosa.About medieval or not, your call. Id leave it, since the Middle Ages is usually considered the time of splendour of the Catalan empire.
Cheers, Joan2008/1/8, William Allen Simpson [EMAIL PROTECTED]:
URL: http://bugs.freeciv.org/Ticket/Display.html?id=40001
 Daniel Markstedt wrote: Very enlightening discussion. Thanks everyone.Yeah, it was kinda fun spending several hours learning something entirelynew to meThere are a lot of parallels to arguments over Romans and Greeks and Kurds
and Armenians, among others. I propose keeping the Catalan nation in its current Països Catalans form while removing it from the medieval group, leaving it simply European.
Investigation showed the Catalans *were* medieval, the cities listed (withone exception) are properly from the medieval areas.The Països Catalansare merely an attempt to reunite the culturally related areas.
(Being of Scottish ancestry, and in communication with Scottish 2nd and 3rdcousins, I understand and sympathize.)The silly idea that the label Crown of ... is more important is confusing
heraldic precedence with reality.The Aragonese princess was a child bride,the dominate dynasty was Catalan, the capital was Catalan.Aragonese culture wasnt the primary culture that was spread, and the
present 

Re: [Freeciv-Dev] (PR#40001) Update to catalan.ruleset for 2.1

2008-01-14 Thread [EMAIL PROTECTED]

URL: http://bugs.freeciv.org/Ticket/Display.html?id=40001 

On Jan 14, 2008 9:33 PM, Joan Creus [EMAIL PROTECTED] wrote:
 So, last patch (for now) for catalan.ruleset in 2.1.

 Basically, it's the same as the current ruleset, with no translatable
 strings changed, and:
[...]

It's almost perfect. You forgot to add  (ocean) to both Guardamar cities. :-)


-- 
Miguel Farah
[EMAIL PROTECTED]



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Re: [Freeciv-Dev] (PR#40001) Update to catalan.ruleset for 2.1

2008-01-14 Thread Joan Creus

URL: http://bugs.freeciv.org/Ticket/Display.html?id=40001 

This transaction appears to have no content
You're right. There you go.

Joan

2008/1/15, [EMAIL PROTECTED] [EMAIL PROTECTED]:


 URL: http://bugs.freeciv.org/Ticket/Display.html?id=40001 

 On Jan 14, 2008 9:33 PM, Joan Creus [EMAIL PROTECTED] wrote:
  So, last patch (for now) for catalan.ruleset in 2.1.
 
  Basically, it's the same as the current ruleset, with no translatable
  strings changed, and:
 [...]

 It's almost perfect. You forgot to add  (ocean) to both Guardamar
 cities. :-)


 --
 Miguel Farah
 [EMAIL PROTECTED]



Youre right. There you go.Joan2008/1/15, [EMAIL PROTECTED] [EMAIL PROTECTED]
:URL: 
http://bugs.freeciv.org/Ticket/Display.html?id=40001 On Jan 14, 2008 9:33 PM, Joan Creus [EMAIL PROTECTED] wrote: So, last patch (for now) for catalan.ruleset
 in 2.1. Basically, its the same as the current ruleset, with no translatable strings changed, and:[...]Its almost perfect. You forgot to add  (ocean) to both Guardamar cities. :-)
--Miguel Farah[EMAIL PROTECTED]
Index: catalan.ruleset
===
--- catalan.ruleset	(revision 14236)
+++ catalan.ruleset	(working copy)
@@ -10,10 +10,12 @@
  Ramon Berenguer IV,
  Jaume I,
  Pere II,
- Lluis Companys,
+ Pau Claris,
+ Francesc Macià,
+ Lluís Companys,
  Josep Tarradellas
 leader_sex=Male, Male, Male, Male,
-   Male, Male
+   Male, Male, Male, Male
 flag=catalan
 flag_alt = -
 city_style = Classical
@@ -31,28 +33,120 @@
 
 init_government=Despotism
 init_units=
-civilwar_nations = spanish, portuguese
+civilwar_nations = spanish, french
 
 ; This city list does not actually correspond to medieval Catalonia,
-; but rather to the Països Catalans of modern ethnolinguistic
+; but rather to all lands settled by Catalans, where Catalan is still spoken
+; nowadays. It corresponds to the Països Catalans of modern ethnolinguistic
 ; nationalists.
 cities =
-  Barcelona, Tarragona, Lleida, Girona, Perpinyà, Valencia,
-  Tolosa, Ripoll, Vic, La Seu d'Urgell, Cardona, Tortosa,
-  Montserrat (hills), Poblet, Santes Creus,
-  Vallbona de les Monges, Balaguer, Manresa, Terrassa,
-  Sabadell, Palma de Mallorca, Eivissa, Alacant, Elx,
-  Castelló de la Plana, Montblanc (hills), Igualada, Cervera,
-  Berga, Dénia, Reus, Granollers, Mataró, Figueres, Olot,
-  Badalona, Tàrrega, Amposta, El Bruc, Valls,
-  Vilafranca del Penedés, Manacor, Alcúdia, Sóller, Artà,
-  Llucmajor, Felanitx, Andratx, Ciutadella, Penyiscola,
-  Sitges, Vilanova i la Geltrú, Viella, L'Alguer, Perelló,
-  Torelló, Sant Cugat, Portbou (ocean), Palafrugell, Manlleu,
-  Sallent, Puigcerdà, Bellver, Sant Boi de Llobregat,
-  Vandellós, Cornellà, Tremp, Palamós, El Vendrell,
-  Sant Feliu de Guíxols, Sant Celoni, Martorell, L'Hospitalet,
-  Mollet del Vallès, Banyoles, Blanes, Lloret de mar (ocean),
-  Malgrat de mar (ocean), Canet de mar (ocean), Molins de Rei,
-  Pons, Súria, Llívia, La Bisbal d'Empurdà, Prada, Elna,
-  Ceret, Cadaqués, Begur, Olesa de Montserrat (hills)
+ Barcelona,
+ Tarragona,
+ Lleida,
+ Girona,
+ Perpinyà,
+ València,
+ Ripoll,
+ Vic,
+ La Seu d'Urgell,
+ Cardona,
+ Tortosa,
+ Montserrat (hills),
+ Poblet,
+ Santes Creus,
+ Vallbona de les Monges,
+ Balaguer,
+ Manresa,
+ Terrassa,
+ Sabadell,
+ Palma de Mallorca,
+ Eivissa,
+ Alacant,
+ Elx,
+ Maó,
+ Castelló de la Plana,
+ Montblanc (hills),
+ Igualada,
+ Cervera,
+ Berga,
+ Dénia,
+ Alcoi,
+ Reus,
+ Granollers,
+ Salses,
+ Mataró,
+ Figueres,
+ Xàtiva,
+ Olot,
+ Cadaqués,
+ Badalona,
+ Tàrrega,
+ Amposta,
+ El Bruc,
+ Valls,
+ Sant Fruitós de Bages,
+ Vilafranca del Penedès,
+ Manacor,
+ Alcúdia,
+ Sóller,
+ Guardamar del Segura (ocean),
+ Artà,
+ Llucmajor,
+ Felanitx,
+ Andratx,
+ Andorra la Vella,
+ Ciutadella,
+ Peníscola (hills, ocean),
+ Sant Salvador de Guardiola,
+ Fraga,
+ Almacelles,
+ Sitges,
+ Vilanova i la Geltrú,
+ Vielha,
+ L'Alguer,
+ El Perelló,
+ Torelló,
+ Sant Cugat,
+ Portbou (ocean),
+ Palafrugell,
+ Prada,
+ Manlleu,
+ Sallent,
+ Puigcerdà,
+ Bellver,
+ Sant Boi de Llobregat,
+ Vandellòs,
+ Cornellà,
+ Tremp,
+ Palamós,
+ El Vendrell,
+ Sant Feliu de Guíxols,
+ Sant Celoni,
+ Martorell,
+ L'Hospitalet,
+ Mollet del Vallès,
+ Banyoles,
+ Blanes,
+ Sant Julià de Lòria,
+ Lloret de mar (ocean),
+ Malgrat de mar (ocean),
+ Canet de mar (ocean),
+ Molins de Rei,
+ Ponts,
+ Encamp,
+ Súria,
+ Llívia,
+ La Bisbal d'Empordà,
+ Elna,
+ Ceret,
+ Roses,
+ Calonge,
+ Treumal,
+ Cambrils,
+ Tossa de Mar (ocean),
+ Solsona,
+ Agramunt,
+ Begur,
+ Guardamar de la Safor (ocean),
+ Olesa de Montserrat (hills),
+ Soldeu
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[Freeciv-Dev] (PR#40018) [Patch] Security fix: Add ' to illegal characters

2008-01-14 Thread Marko Lindqvist

URL: http://bugs.freeciv.org/Ticket/Display.html?id=40018 

 Auth enabled server had died because of nasty SQL. Will commit
attached fix immediately.


 - ML

diff -Nurd -X.diff_ignore freeciv/utility/shared.c freeciv/utility/shared.c
--- freeciv/utility/shared.c	2008-01-15 04:04:10.0 +0200
+++ freeciv/utility/shared.c	2008-01-15 04:53:11.0 +0200
@@ -420,7 +420,7 @@
 ***/
 bool is_ascii_name(const char *name)
 {
-  const char illegal_chars[] = {'|', '%', '', ',', '*', '', '', '\0'};
+  const char illegal_chars[] = {'|', '%', '', ',', '*', '', '', '\'', '\0'};
   int i, j;
 
   /* must not be NULL or empty */
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[Freeciv-Dev] (PR#40018) [Patch] Security fix: Add ' to illegal characters

2008-01-14 Thread Madeline Book

URL: http://bugs.freeciv.org/Ticket/Display.html?id=40018 

 [EMAIL PROTECTED] - Tue Jan 15 02:16:57 2008]:
 
  Auth enabled server had died because of nasty SQL.

There are as far as I know two ways that foreign SQL could
be injected when auth is enabled: via the user name and via
a new user password. For warclient what I have done (instead
of disallowing the ' character, which actually occurs frequently
in online names e.g. as in the English possessive) is to use
the mysql c api function mysql_real_escape_string to escape
any potentially harmful strings prior to using them to construct
queries (prepared statements would obviate the need for this,
but are generally more cumbersome to setup).


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Re: [Freeciv-Dev] (PR#40018) [Patch] Security fix: Add ' to illegal characters

2008-01-14 Thread Marko Lindqvist

URL: http://bugs.freeciv.org/Ticket/Display.html?id=40018 

On 15/01/2008, Marko Lindqvist  wrote:

  Auth enabled server had died because of nasty SQL. Will commit
 attached fix immediately.

 Of course, in a number of situations it should be allowed character.
Proper fix would be escaping nasty characters before entering them to
SQL queries.


 - ML



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Re: [Freeciv-Dev] (PR#40010) 2.1.2 SDL assert - message pane

2008-01-14 Thread Christian Renz

URL: http://bugs.freeciv.org/Ticket/Display.html?id=40010 

Hi William,

sorry for replying by e-mail instead of using the bug tracker, but I  
can't log in as guest (and I don't have an account)

 Thank you, that helps narrow down a previously reported problem.

 However, I'm not personally able to reproduce.  I'll try staring at  
 the
 code to see whether anything leaps to mind

It seemed to happen to me mostly during the automated actions at the  
beginning of a turn (construction in cities, enemy attacks, …) and it  
occurs only every few hours. I wasn't able to observe a pattern yet.  
I'll try running it from the command line and see whether that gives  
more information. Might even try to run it using gdb…

Regards,
 Christian



-- 

[EMAIL PROTECTED] – http://myspace.com/chrenz



Hi William,sorry for replying by e-mail instead of using the bug tracker, but I can't log in as guest (and I don't have an account)Thank you, that helps narrow down a previously reported problem.However, I'm not personally able to reproduce.  I'll try staring at the code to see whether anything leaps to mindIt seemed to happen to me mostly during the automated actions at the beginning of a turn (construction in cities, enemy attacks, …) and it occurs only every few hours. I wasn't able to observe a pattern yet. I'll try running it from the command line and see whether that gives more information. Might even try to run it using gdb…Regards,    Christian -- [EMAIL PROTECTED] – http://myspace.com/chrenz ___
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[Freeciv-Dev] (PR#39792) explore server assert

2008-01-14 Thread William Allen Simpson

URL: http://bugs.freeciv.org/Ticket/Display.html?id=39792 

OK, I've merged the tickets, they are failing in the same place.

An assert is supposed to be added by developers to detect impossible 
conditions.  In this case, it looks like a piece of debugging 
accidentally left in -- it wasn't in the original 2003 patch (PR#2631).

In unithand.c handle_unit_change_activity():

/* Exploring is handled here explicitly, since the player expects to
 * see an immediate response from setting a unit to auto-explore.
 * Handling it deeper in the code leads to some tricky recursive loops -
 * see PR#2631. */
if (punit-moves_left  0  activity == ACTIVITY_EXPLORE) {
  int id = punit-id;
  bool more_to_explore = ai_manage_explorer(punit);

  if ((punit = game_find_unit_by_number(id))) {
assert(punit-activity == ACTIVITY_EXPLORE);
if (!more_to_explore) {
  set_unit_activity(punit, ACTIVITY_IDLE);
  punit-ai.control = FALSE;
}
send_unit_info(NULL, punit);
  }
}

===

Similar code also exists in unittools.c update_unit_activity(), but 
*properly* tests the condition without assert() -- note the comment 
that it shouldn't change, so this is a known problem:

  if (activity == ACTIVITY_EXPLORE) {
bool more_to_explore = ai_manage_explorer(punit);

if (!player_find_unit_by_id(pplayer, id)) {
  /* Died */
  return;
}

/* ai_manage_explorer isn't supposed to change the activity but we
 * don't count on this. */
if (punit-activity != ACTIVITY_EXPLORE || !more_to_explore) {
  handle_unit_activity_request(punit, ACTIVITY_IDLE);

  /* FIXME: When the ai_manage_explorer call changes the activity from
   * EXPLORE to IDLE, then for some reason the ai.control value gets
left
   * set.  We reset it here.  See PR#12931. */
  punit-ai.control = FALSE;
}
send_unit_info(NULL, punit);
return;
  }

===

Both have a slightly bizarre side check for the unit's surprise death.  
This could be better handled by redefining the return for 
ai_manage_explorer(), which knows whether the unit dies


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Re: [Freeciv-Dev] (PR#40018) [Patch] Security fix: Add ' to illegal characters

2008-01-14 Thread William Allen Simpson

URL: http://bugs.freeciv.org/Ticket/Display.html?id=40018 

Agree with Madeline.  Unfortunately, he's already committed the patch,
even though he knew it was not the proper fix

Could you post a patch that undoes his, calling the mysql api properly?



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[Freeciv-Dev] (PR#40008) Server sends message using inappropriate language

2008-01-14 Thread Jason Short

URL: http://bugs.freeciv.org/Ticket/Display.html?id=40008 

 [wsimpson - Fri Jan 11 18:48:25 2008]:
 
 Agro Rachmatullah wrote:
  However, the server sends Japanese message to all players (e.g., turn
  X starts)! Which means it will irritate people that can't understand
  Japanese. 
 
 I also reported this problem in PR#39979, fixing the login messages.  This
 will be released in 2.1.3.  Other messages will have to wait for 2.2.0 or
 beyond, as they require extensive network packet format changes.
 
 
  Every client should be able to report its preferred language to the
  server. The server then should send messages with language appropriate
  for each client, or if not possible, in English.
  
 Your solution is not currently possible.

Why not?  I am not an expert with gettext but there's no fundamental
reason the server cannot translate into multiple languages.  And for
some purposes (modpacks) this is more flexible than requiring client
translations.

  Every client has the *.po files
 for all languages.  All messages should be sent to every client in the
 (ASCII msgid) canonical form without translation.  Each client translates
 to the appropriate local language.
 
 This will require a complete revision of the notify system, probably
 closely matching the event system (each notify message is usually followed
 by an event message).  This requires the variable parameters to be sent to
 the client in a canonical form.  Perhaps the systems can be merged.
 
 This also requires the unified object numbering system (PR#39476) and the
 struct universal revisions (PR#39515) be completed, started about 6 months
 ago
 
 To summarize: known problem, I'm working on it!  I've spent the better
part
 of 7 months cleaning up the translation code, beginning with PR#39383.
 Not
 what I'd intended to work on here (I was working on the new terrain), but
 there was such a mess, it was too hard to add new things properly.

I think this problem is larger than you're making it out to be.  It's
not enough just to send an untranslated printf string and paramaters and
have the string translated.  Some parameters (but not others) must also
be translated.  What you're looking at therefore is a reimplementation
of printf.

In fact, this has been done before.  It wasn't implemented, partly due
to the complexity but largely because multilingual games are rare.  The
patch was by mateusz and should reside in RT somewhere, though I haven't
been able to find it.  It provided a printf-like syntax with different
escape codes for each type of printable unit (non-translated string,
translated string, etc, but working with the ugly-hack parts of
translation like the near/at lines instead of removing them).

Again, though this is possible, I don't see it as being advantageous
over server-side translations into the target language.

-jason


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[Freeciv-Dev] (PR#39792) explore server assert

2008-01-14 Thread Jason Short

URL: http://bugs.freeciv.org/Ticket/Display.html?id=39792 

I'm pretty sure the bug here is more than just removing the assert.  In
the examples given, there WAS more to explore.  Yet exploration stopped,
and (presumably) inside the explore code the unit was turned off of
explore mode, which isn't supposed to be possible (though I don't see
why the check should be in the calling code and not in the explore code).

  /* ai_manage_explorer isn't supposed to change the activity but we
   * don't count on this. */

Incidentally it looks like this assert will trigger if
handle_unit_change_activity is ever invoked for ACTIVITY_EXPLORE and an
air unit, meaning a malicious client could crash the server that way. 
But I don't see how the assert can ever trigger for ground units unless
ai_manage_explorer does drop the unit back into IDLE, which shouldn't be
possible.

I'd really like a savegame from which this can be reproduced.

-jason


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Re: [Freeciv-Dev] freeciv losing server

2008-01-14 Thread Jason Dorje Short
On Jan 14, 2008 6:56 PM, Tess Lomax [EMAIL PROTECTED] wrote:
 I just installed freeciv from source using make  make install on a
 twin dual core opteron. (Tyan K8SE mobo (s2892 mobo), dual 285 cpus, 2Gb
 Reg.ECC RAM, NVidia 6800GT], running x86-64 SL5 (RHEL5).

 The program runs as far as the end of the first turn. When the button to
 complete the turn is pushed, or one attempts to build a city - the
 program crashes, and goes back to the start page.

 The error message is that the session has lost contact with the server.

 The program runs fine on a Tyan K8E (s2865 mobo) running an opteron 180
 cpu, and using the i386 version of SL5.

Odds are good this is a bug in freeciv brought out by your
architecture.  But we need more information.  When the server crashes,
can you get a backtrace?

 ./civ
... (server crashes on turn done, exit the client, there will be a
file left called core or core.*)
 gdb server/civserver core
 bt full

Then copy the output from there and email it to [EMAIL PROTECTED]

-jason

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[Freeciv-Dev] (PR#40007) Crash when upgrading unit using Japanese language

2008-01-14 Thread Jason Short

URL: http://bugs.freeciv.org/Ticket/Display.html?id=40007 

 [wsimpson - Mon Jan 14 05:22:11 2008]:
 
 Was finally able to get some labels showing in Japanese (mostly _Quit,
 _Cancel, but hardly any other buttons) -- the upgrade dialog showed
English,
 and it didn't crash

That means that the GTK library is using japanese correctly, but freeciv
is still using the untranslated strings.  I have trouble with this
myself and aside from making sure you have gettext installed and linked
(use --enable-nls in your configure I believe) I'm not sure what else
needs to be done.

-jason


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