[Freeciv-Dev] [bug #15637] GTK_STOCK_EDIT not defined

2010-03-17 Thread pepeto

URL:
  http://gna.org/bugs/?15637

 Summary: GTK_STOCK_EDIT not defined
 Project: Freeciv
Submitted by: pepeto
Submitted on: mercredi 17.03.2010 à 08:53
Category: client-gtk-2.0
Severity: 3 - Normal
Priority: 5 - Normal
  Status: Ready For Test
 Assigned to: pepeto
Originator Email: 
 Open/Closed: Open
 Release: S2_2, trunk
 Discussion Lock: Any
Operating System: None
 Planned Release: 2.2.1, 2.3.0

___

Details:

Reported from http://blogs.sun.com/openomics/entry/freeciv_2_2_for_solaris

See also bug #15627




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File Attachments:


---
Date: mercredi 17.03.2010 à 08:53  Name: trunk_S2_2_GTK_STOCK_EDIT.diff 
Size: 1 ko   By: pepeto

http://gna.org/bugs/download.php?file_id=8551

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[Freeciv-Dev] [bug #15630] Don't allow leaving cities in the ocean (Cities in the ocean crash)

2010-03-17 Thread pepeto

Update of bug #15630 (project freeciv):

 Planned Release: = 2.2.1, 2.3.0   

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Follow-up Comment #2:

 If there are additional checks added, one should also check,
 that each tile has a terrain defined before leaving the editor.

How is it possible to have a tile without defined terrain?


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[Freeciv-Dev] [bug #15624] [RFC] scripting: Sandbox Lua scripts

2010-03-17 Thread pepeto

Update of bug #15624 (project freeciv):

  Status:None = Ready For Test 
 Assigned to:None = pepeto 
 Planned Release: = 2.2.1, 2.3.0   


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[Freeciv-Dev] [bug #15617] Scripting: Default script, Ruleset script, and scenario share namespace

2010-03-17 Thread pepeto

Update of bug #15617 (project freeciv):

 Assigned to:None = pepeto 
 Planned Release: = 2.2.1, 2.3.0   


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[Freeciv-Dev] [patch #1519] [Metaticket] Activate Partisans from Lua script

2010-03-17 Thread pepeto

Update of patch #1519 (project freeciv):

  Status:None = Ready For Test 

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Follow-up Comment #1:

Merged and updated to current trunk the 3 last patches.


(file #8552)
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Additional Item Attachment:

File name: trunk_lua_make_partisans.diff  Size:30 KB


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[Freeciv-Dev] [patch #1522] API: Add fields size and original to City.

2010-03-17 Thread pepeto

Update of patch #1522 (project freeciv):

Category:None = general
  Status:  Ready For Test = Duplicate  
 Open/Closed:Open = Closed 

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Follow-up Comment #1:

Merged into patch #1519.


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[Freeciv-Dev] [patch #1523] API: Export place_partisans

2010-03-17 Thread pepeto

Update of patch #1523 (project freeciv):

Category:None = general
  Status:  Ready For Test = Duplicate  
 Open/Closed:Open = Closed 

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Follow-up Comment #3:

Merged into patch #1519.


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[Freeciv-Dev] [patch #1524] Activate Partisans from Lua script (implementation)

2010-03-17 Thread pepeto

Update of patch #1524 (project freeciv):

Category:None = general
  Status:  Ready For Test = Duplicate  
 Open/Closed:Open = Closed 

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Follow-up Comment #3:

Merged into patch #1519.


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[Freeciv-Dev] [bug #15616] Transporting unit with cargo ability

2010-03-17 Thread pepeto

Update of bug #15616 (project freeciv):

  Status:None = Ready For Test 
 Assigned to:None = pepeto 
 Planned Release: = 2.2.1, 2.3.0   

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Follow-up Comment #3:

Reading the code, it seems very complicate to allow transporters to go in
another transporter.

 It must be :
 - if impossible to carry a transport, make impossible to load a
 full transport-unit in another transport unit

It seems it's already the case. But it seems that a unit can be loaded into
itself, fix attached.


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Re: [Freeciv-Dev] [bug #15624] [RFC] scripting: Sandbox Lua scripts

2010-03-17 Thread Ulrik Sverdrup
2010/3/17 pepeto no-reply.invalid-addr...@gna.org:

 Update of bug #15624 (project freeciv):

                  Status:                    None = Ready For Test
             Assigned to:                    None = pepeto
         Planned Release:                         = 2.2.1, 2.3.0


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Hi, It would be great if someone else who has looked/thought about our
scripting support before would comment on this (hence RFC: Request for
Comment). While not a remote hole, it is a big security issue IMO,
since Freeciv 2.1.

Also if one wants to plug this kind of hole, sadly only a solution
without holes is going to work. I will gladly be responsible for the
solution but it makes it easier if someone else could comment on it. I
know that we have no one of real Lua expertise and we can not feel
totally confortable with security solutions worked on by relative
amateurs (me). This can be a start also of course, I can try to follow
it up more closely. We can document our approach and maybe get
feedback from outside the project.

Also, if this goes in as is we can call it something like Execute Lua
scripts in a sanitized environment since sandboxing normally means
even larger measures when it comes to servers, for example restricting
the number of instructions to guard against infinite loops and that
kind of DoS attacks (This is something we should be able to defend
against as well, but it is not nearly as important).

Thanks for any comments.
ulrik

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[Freeciv-Dev] [bug #15624] [RFC] scripting: Sandbox Lua scripts

2010-03-17 Thread pepeto

Update of bug #15624 (project freeciv):

Severity:  3 - Normal = 4 - Important  
Priority:   1 - Later = 7 - High   
 Planned Release:2.2.1, 2.3.0 = 2.1.12, 2.2.1, 2.3.0   


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[Freeciv-Dev] [bug #15620] message window disappears after switching tileset

2010-03-17 Thread pepeto

Update of bug #15620 (project freeciv):

  Status:None = Ready For Test 
 Assigned to:None = pepeto 
 Planned Release: = 2.2.1, 2.3.0   

___

Follow-up Comment #3:

Fix attached.
* Removed popdown_all_game_dialogs() call from tilespec_reread().
* In SDL client version of tileset_changed(), added
popdown_all_game_dialogs().
* In Gtk2 client version of tileset_changed(), only redraw the science req
tree.


(file #8555)
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Additional Item Attachment:

File name: trunk_S2_2_gtk2_tileset_changed.diff Size:3 KB


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[Freeciv-Dev] [patch #1519] [Metaticket] Activate Partisans from Lua script

2010-03-17 Thread anonymous

Follow-up Comment #2, patch #1519 (project freeciv):

Thanks, merging this is good. I'm sorry, I must have done something wrong
when I updated the patch series. I didn't test patches 4 and 5 separately,
only together.

While this change is good, and gives more freedom to the ruleset and/or
scenario writer (including ourselves), since the exact partisan placement is
not yet exported, does this change meet our goal (i.e. make freeciv more
flexible, again for ourselves as well as ruleset/scenario writers?). I hope
so, at least since we export more variables and functions to make this
possible (effects, city size and original owner).

One effects function that belongs with the others but that I forgot is
get_unit_bonus. Patch can come later.

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[Freeciv-Dev] [bug #15630] Don't allow leaving cities in the ocean (Cities in the ocean crash)

2010-03-17 Thread Matthias Pfafferodt

Follow-up Comment #3, bug #15630 (project freeciv):

 How is it possible to have a tile without defined terrain?

I checked again - it is not possible, but using the terrain tool and erasing
some terrain with lakes enabled looks like there is no terrain, especially
within oceans. Perhaps for terrain there should only be 'replace' instead of
'paint' and 'erase'?

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[Freeciv-Dev] [patch #1537] Utility to print custom format strings

2010-03-17 Thread pepeto

URL:
  http://gna.org/patch/?1537

 Summary: Utility to print custom format strings
 Project: Freeciv
Submitted by: pepeto
Submitted on: mercredi 17.03.2010 à 19:13
Category: general
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.2.1, 2.3.0

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Details:





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File Attachments:


---
Date: mercredi 17.03.2010 à 19:13  Name: trunk_fc_snprintcf.diff  Size: 10
ko   By: pepeto

http://gna.org/patch/download.php?file_id=8557

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[Freeciv-Dev] [patch #1537] Utility to print custom format strings

2010-03-17 Thread pepeto

Follow-up Comment #1, patch #1537 (project freeciv):

Attached version for S2_2.


(file #8558)
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Additional Item Attachment:

File name: S2_2_fc_snprintcf.diff Size:10 KB


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[Freeciv-Dev] [bug #15641] text not rendered when cross-compiling

2010-03-17 Thread David Lowe

URL:
  http://gna.org/bugs/?15641

 Summary: text not rendered when cross-compiling
 Project: Freeciv
Submitted by: doctorjlowe
Submitted on: Wednesday 03/17/2010 at 23:49
Category: client-sdl
Severity: 2 - Minor
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: Mac OS
 Planned Release: 

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Details:

OSX binaries are typically expected to be provided as a Universal Binary,
which is executable on both PPC and Intel powered Macs.  The currently
provided OSX/UB package is unplayable on PPC because the characters are
rendered as boxes, due to a byte ordering problem.  This is documented in the
forums: http://forum.freeciv.org/viewtopic.php?t=4313start=15 , search for
font problem

A suggested fix is provided later in the same forum; change
*get_display_encoding to the following:


{ 
  static const char bytes[2] = {0x11, 0x22}; 
  if(*(Uint16 *)bytes == 0x1122) 
return UTF-16BE; 
  return UTF-16LE; 
}





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