[Freeciv-Dev] [bug #17281] Segmentation fault in get_total_defense_power

2010-12-10 Thread pepeto

Update of bug #17281 (project freeciv):

 Assigned to:None = pepeto 


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[Freeciv-Dev] [bug #17284] Memory leak in process_attacker_want with experimental ruleset

2010-12-10 Thread pepeto

Update of bug #17284 (project freeciv):

 Assigned to:None = pepeto 


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[Freeciv-Dev] [bug #17284] Memory leak in process_attacker_want with experimental ruleset

2010-12-10 Thread pepeto

Update of bug #17284 (project freeciv):

  Status:None = Ready For Test 


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[Freeciv-Dev] [bug #17272] Assertion failed! messagewin_common.c line 59

2010-12-10 Thread Jacob Nevins

Follow-up Comment #1, bug #17272 (project freeciv):

Were your Spy movements such that you'd expect messages to be generated in
the Messages window? (Not that I can think what would cause that, offhand.)

Don't suppose you happen to have a savegame, do you?

I mocked up the obvious toy scenario in the editor given your description
(attached) and didn't immediately reproduce the problem.

Alternatively, if you can reproduce this, can you get a backtrace as
described at http://freeciv.wikia.com/wiki/Bug_Reporting?

(file #11531)
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Additional Item Attachment:

File name: loadsaspies.sav.bz2Size:13 KB


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[Freeciv-Dev] [bug #17193] in unquote_block() [savegame2.c::990]: assertion '1 == parsed' failed

2010-12-10 Thread pepeto

Update of bug #17193 (project freeciv):

  Status:  Ready For Test = Fixed  
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [bug #17285] flag ignore when paradrop

2010-12-10 Thread Jacob Nevins

Update of bug #17285 (project freeciv):

 Assigned to:None = jtn


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[Freeciv-Dev] [bug #17289] Fixed-width tables look bad with wide characters

2010-12-10 Thread Jacob Nevins

Additional Item Attachment, bug #17289 (project freeciv):

File name: S2_3-ja_JP-alignment.png   Size:245 KB


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[Freeciv-Dev] [bug #17281] Segmentation fault in get_total_defense_power

2010-12-10 Thread pepeto

Update of bug #17281 (project freeciv):

Category:None = general
  Status:   Confirmed = Ready For Test 
 Planned Release: = 2.3.0  

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Follow-up Comment #2:

Fix attached. I do not see why it couldn't occur in S2_2 neither, but I
couldn't reproduce any problem there.


(file #11533)
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File name: trunk_S2_3_unit_survive_autoattack.diff Size:2 KB


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[Freeciv-Dev] [bug #17285] NonMil flag ignored for paradrops

2010-12-10 Thread Jacob Nevins

Update of bug #17285 (project freeciv):

  Status:None = Ready For Test 
 Planned Release: = 2.2.5,2.3.0
 Summary: flag ignore when paradrop = NonMil flag ignored
for paradrops

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Follow-up Comment #1:

This was introduced by me when I fixed bug #15569. Quick fix attached.

I think there are still holes in the paradrop logic -- you still can't fully
implement paradropping Freight, for example, and I think there are some other
mismatches with unit_move_to_tile_test() in the area of native terrain, and so
on. (Out of interest, what are your civilian paratroopers?)

(file #11534)
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Additional Item Attachment:

File name: trunk-S2_3-S2_2-peaceful-para.diff Size:0 KB


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[Freeciv-Dev] [bug #17280] The list of buildings to sabotage is often not complete.

2010-12-10 Thread Jacob Nevins

Follow-up Comment #1, bug #17280 (project freeciv):

Which client are you using?

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[Freeciv-Dev] [bug #17290] issue with pregame popup dialog when continuing game from middle

2010-12-10 Thread Vijay Kiran Kamuju

URL:
  http://gna.org/bugs/?17290

 Summary: issue with pregame popup dialog when continuing
game from middle
 Project: Freeciv
Submitted by: infyquest
Submitted on: Fri 10 Dec 2010 11:15:39 PM GMT
Category: client-xaw
Severity: 3 - Normal
Priority: 5 - Normal
  Status: Confirmed
 Assigned to: infyquest
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

The pregame pop up will show when you try to join a game which started
earlier.
It should not show up and allow u to change ur nations in an already running
game.
Also the pregame popup des not show up when loading save games on the server.



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File Attachments:


---
Date: Fri 10 Dec 2010 11:15:39 PM GMT  Name: trunk_fix_pregame_popup.diff 
Size: 470B   By: infyquest

http://gna.org/bugs/download.php?file_id=11535

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[Freeciv-Dev] [bug #15805] fix city map (variable city radii, xaw client)

2010-12-10 Thread Vijay Kiran Kamuju

Follow-up Comment #13, bug #15805 (project freeciv):

I got some fixes for it save game loading please review
see bug# 17290

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[Freeciv-Dev] [patch #2253] Add take player feature to xaw client

2010-12-10 Thread Vijay Kiran Kamuju

URL:
  http://gna.org/patch/?2253

 Summary: Add take player feature to xaw client
 Project: Freeciv
Submitted by: infyquest
Submitted on: Fri 10 Dec 2010 11:22:49 PM GMT
Category: client-xaw
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: infyquest
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

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Details:

add take player to xaw client to enable loading of save games.
This depends on fix for bug# 17290

attaching a prelim version of fix, please test and send comments



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File Attachments:


---
Date: Fri 10 Dec 2010 11:22:49 PM GMT  Name: trunk_fix_pregame_popup.diff 
Size: 470B   By: infyquest

http://gna.org/patch/download.php?file_id=11536

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[Freeciv-Dev] [bug #15805] fix city map (variable city radii, xaw client)

2010-12-10 Thread Vijay Kiran Kamuju

Follow-up Comment #14, bug #15805 (project freeciv):

also check patch# 2223 for take player functionality.

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[Freeciv-Dev] [patch #2229] update internal lua with latest fixes

2010-12-10 Thread Vijay Kiran Kamuju

Update of patch #2229 (project freeciv):

  Status: In Progress = Done   
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [bug #17280] The list of buildings to sabotage is often not complete.

2010-12-10 Thread Jacob Nevins

Update of bug #17280 (project freeciv):

Category:None = client 
Severity:   2 - Minor = 3 - Normal 
  Status:None = Ready For Test 
 Assigned to:None = jtn
 Planned Release: = 2.2.5,2.3.0

___

Follow-up Comment #2:

Never mind, I think I've found it, and it applies to all clients. The
attached savegame (for trunk) demonstrates it. Use the Dominican Spy to
sabotage Monaco-Ville; if she has investigated the city first, Barracks will
be one of the options, otherwise it won't.

When you click Industrial Sabotage in the Spy orders list, the client sends
a PACKET_UNIT_DIPLOMAT_QUERY to the server, which responds with a
PACKET_CITY_SABOTAGE_LIST containing an up-to-date list of improvements in the
city (a little like a free Investigate City). It is the reception of this
packet that triggers the list of buildings to sabotage on the client.

In client/packhand.c:handle_city_sabotage_list():


improvement_iterate(pimprove) {
  if (!BV_ISSET(improvements, improvement_index(pimprove))) {
update_improvement_from_packet(pcity, pimprove, FALSE);
  }
} improvement_iterate_end;

popup_sabotage_dialog(pcity);


That seems odd -- it will only ever remove buildings from a client's idea of
a city's contents, never add them. I think it could cause the symptom
described; either you've previously investigated a city (in which case you'll
already have a more or less accurate building list), or you haven't (in which
case you'll only see the public buildings like City Walls or Palace).

The code's been like this since r13297
http://svn.gna.org/viewcvs/freeciv?view=revrevision=13297, PR#39553
http://bugs.freeciv.org/Ticket/Display.html?id=39553 (between 2.1.x and
2.2.x); before that it did essentially a straight copy. There's no indication
in the PR that this was an intentional change, so I think it was an accident.

Patch attached, which fixes the issue with my savegame.

(file #11537, file #11538)
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File name: trunk-S2_3-S2_2-sabotage-dialog.diff Size:0 KB
File name: spy_sabotage.sav.bz2   Size:21 KB


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[Freeciv-Dev] [patch #2229] update internal lua with latest fixes

2010-12-10 Thread Daniel Markstedt

Update of patch #2229 (project freeciv):

 Assigned to:  dmarks = infyquest  


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[Freeciv-Dev] [patch #2229] update internal lua with latest fixes

2010-12-10 Thread Vijay Kiran Kamuju

Update of patch #2229 (project freeciv):

 Planned Release: 2.2.4, 2.3.0, 2.4.0 = 2.2.5, 2.3.0, 2.4.0


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[Freeciv-Dev] [patch #2252] Updated Polish translation (untested)

2010-12-10 Thread Hubert

Additional Item Attachment, patch #2252 (project freeciv):

File name: pl.pox.zip Size:304 KB


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[Freeciv-Dev] [patch #2252] Updated Polish translation (untested)

2010-12-10 Thread Hubert

Follow-up Comment #2, patch #2252 (project freeciv):

The translation is still far from perfect, so I'll be updating it once in a
while. The file attached is the most recent work in progress.

Due to some technical problems, I wasn't able to create a .gmo file, so I'd
be grateful for testing the file and letting me know about any errors. I'll be
happy to fix them. Please, always have a look at the most recent file, since
it's usually far more complete than the previous one.

(file #11540)
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File name: pl.pox-0.3.zip Size:304 KB


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[Freeciv-Dev] [bug #17249] game_remove_unit() home invalid

2010-12-10 Thread Jacob Nevins

Follow-up Comment #4, bug #17249 (project freeciv):

I tried to reproduce this from the attached savegame, with 2.2.4 built with
--enable-debug=yes. (I couldn't easily make it a game with only AI players, as
minplayers=1; instead I started the game controlling the Peruvians and did
/aitoggle agust before the first timeout, but I suspect that's not
perfect.)

I didn't get exactly the errors Daniel did, but I'm not that surprised given
the above and that we haven't had deterministic autogames for some time.
However, I did get some, from the client:


1: game_remove_unit() at (48,32) unit 1350, Peruvian Riflemen home 1316
invalid
1: game_remove_unit() at (48,32) unit 1359, Peruvian Transport home 1582
invalid
1: game_remove_unit() at (48,32) unit 4307, Peruvian Alpine Troops home 1094
invalid
1: game_remove_unit() at (48,32) unit 1740, Peruvian Riflemen home 1582
invalid
1: game_remove_unit() at (48,32) unit 4300, Peruvian Alpine Troops home 1053
invalid
1: game_remove_unit() at (51,20) unit 5588, Peruvian Cruise Missile home 1200
invalid
1: game_remove_unit() at (30,30) unit 3672, Peruvian Engineers home 1269
invalid


These were not accompanied by any diagnostics from the server (which I didn't
run with any -d option). (Daniel, were your messages also from the client? I
guess so since they were on the terminal.)

This occurred at about turn 549, 2102AD (I don't know exactly), the Peruvians
and the Mexicans having declared war around 2075AD, and the game ending in
2148AD. I saved games every turn, but replaying from around that time, I
couldn't reproduce it.

I guess this error comes from common/game.c:game_remove_unit(), indicating
that the homecity of a dying unit on the client had somehow ended up invalid.
My client was failing to keep up with the server, so I had some 1: connection
(jtn from localhost (player Agustín Gamarra)) [hack-level] ping timeout
ignored. Could the client get out of sync?

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[Freeciv-Dev] [patch #2252] Updated Polish translation (untested)

2010-12-10 Thread Daniel Markstedt

Update of patch #2252 (project freeciv):

 Assigned to:None = dmarks 

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Follow-up Comment #3:

You don't need to contribute a .gmo file! What we need is a .po file. Please
just rename pl.pox as pl.po when you contribute it.

I ran your last version through msgfmt: Only 6 fatal errors this time.
Getting closer. :)

msgfmt -c --statistics -o $file pl.po
pl.po:16776: duplicate message definition...
pl.po:15169: ...this is the location of the first definition
pl.po:2:79: syntax error
pl.po:25959:79: syntax error
pl.po:26062:79: syntax error
pl.po:31074: keyword T unknown
pl.po:31074:5: syntax error
/usr/bin/msgfmt: found 6 fatal errors
make: *** [pl.gmo] Error 1

BTW, which Freeciv branch do you work against at the moment?

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