[Freeciv-Dev] [bug #18156] Incomplete UTF-8 sequence in city name leading to crash when opening city

2011-05-28 Thread Jacob Nevins

Update of bug #18156 (project freeciv):

  Status:None = Confirmed  
 Release:   2.2.5 = 2.2.0,2.2.4,2.2.5  
 Summary: Repeatable Crash when Opening A City V 2.2.0,
2.2.4, 2.2.5 = Incomplete UTF-8 sequence in city name leading to crash when
opening city

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Follow-up Comment #3:

 If I recall correctly I created this game under 2.2.5, just 
 under the random default settings.
Rats. 2.2.5 post-dates the fix for bug #15377, which suggests we still have
another bug causing this sort of corruption.

So, we have two tasks: track down what's still truncating UTF-8 strings, and
make ourselves more robust to them when loaded from e.g. old savefiles.

(In the meantime, if you want to get on with your game, you can hack on the
save file to replace the suspect sequence with something harmless.)

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[Freeciv-Dev] [bug #17463] Surviving effects not supported at player range

2011-05-28 Thread Jacob Nevins

Update of bug #17463 (project freeciv):

Priority:  5 - Normal = 7 - High   

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Follow-up Comment #1:

Raising priority, to remind us that if this is unfixed in 2.4 it will cause a
regression relative to 2.3 (where we have the quick fix bug #17334 / bug
#17771).

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[Freeciv-Dev] [bug #18147] netintf.c:312: warning: 'hp' may be used uninitialized in this function

2011-05-28 Thread Jacob Nevins

Follow-up Comment #1, bug #18147 (project freeciv):

Whether you get that warning could well depend on whether you have
IPV6_SUPPORT defined; if you don't, then 'hp' is clearly initialised, but if
you do, an insufficiently clever compiler might think that it's not. (I think
it is, but it requires some inferences a compiler mightn't make.)

Whether you get the warning might also depend on your compiler version.

I think the same issue applies to current S2_3 and trunk code. It would be
trivial to shut the compiler up by initialising 'hp' to NULL (at the expense
of losing potentially useful warnings). The patch for bug #16623 reworks this
area, so may make this moot.

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[Freeciv-Dev] [bug #18091] Communism has no entry for Empire_Size_Step in effects.ruleset

2011-05-28 Thread Jacob Nevins

Update of bug #18091 (project freeciv):

Severity:   4 - Important = 3 - Normal 
 Assigned to:None = jtn

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Follow-up Comment #2:

No further comment received. Patch attached adds comments to effects.ruleset;
if no further discussion, will apply and close bug as Wont Fix.

(file #13055)
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Additional Item Attachment:

File name: trunk-S2_3-comment-communism-no-empire_size_step.diff Size:1 KB


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[Freeciv-Dev] [bug #18066] Misleading message when treaty not possible

2011-05-28 Thread Jacob Nevins

Update of bug #18066 (project freeciv):

  Status:None = Ready For Test 
 Assigned to:None = jtn
Operating System:None = Any
 Planned Release: = 2.3.0  

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Follow-up Comment #4:

Thanks for setting up the savegame. Fix attached.

 Hardeknud on the other hand can accept which should not be 
 possible.
It seems to be a general principle that the only terms checked when you try
to accept a treaty are those you proposed; the other party's terms are only
checked when they try to accept (and this will prevent the creation of
untenable alliances). We could change that, but I think it's beyond the scope
of this bug, I think.

(file #13056)
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Additional Item Attachment:

File name: trunk-S2_3-no-alliance-their-war.diff Size:6 KB


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[Freeciv-Dev] [bug #18050] crash with popup box (handle_alloc_failure())

2011-05-28 Thread Jacob Nevins

Update of bug #18050 (project freeciv):

 Summary:crash with popup box = crash with popup box
(handle_alloc_failure())

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Follow-up Comment #1:

utility/mem.c line 41 is in handle_alloc_failure(), which is called whenever
malloc() or realloc() returns NULL (which usually means we're out of memory).

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[Freeciv-Dev] [bug #18156] Incomplete UTF-8 sequence in city name leading to crash when opening city

2011-05-28 Thread pepeto

Follow-up Comment #4, bug #18156 (project freeciv):

You should have a look at bug #14205 which look similar to me...


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[Freeciv-Dev] [bug #18050] crash with popup box (handle_alloc_failure())

2011-05-28 Thread Jacob Nevins

Follow-up Comment #2, bug #18050 (project freeciv):

 which usually means we're out of memory
I say that, but actually in my experience it usually means some bit of code
has gone nuts and tried to allocate a ridiculously large chunk of memory.

Anyway, without more information about what you were doing at the time, I
doubt there's much more we can do with this report.

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[Freeciv-Dev] [bug #18044] An AI ally loads its units on players boats

2011-05-28 Thread Jacob Nevins

Follow-up Comment #4, bug #18044 (project freeciv):

See also this forum thread http://forum.freeciv.org/viewtopic.php?t=6017
for another report (not especially enlightening, but amusing).

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[Freeciv-Dev] [bug #17918] Bombarder flag not respected in some cases

2011-05-28 Thread Jacob Nevins

Follow-up Comment #2, bug #17918 (project freeciv):

 Units with Bombarder flag are able to kill sea units and are 
 damaged by return fire of such units.
This appears to be deliberate. From the original discussion in RT#8455
http://bugs.freeciv.org/Ticket/Display.html?id=8455 (which you might not be
able to see): Only land can be bombarded. If an attack is against a unit in
the sea, it reverts to a normal attack. (Note that the test is for the
terrain, not the unit type.)

If your bombarder is a land unit, the issue doesn't arise, because they can't
attack units at sea.

If it's a sea unit, then it can bombard units on land, and will fight
normally with units at/over the sea, which was I think the original intention
(for e.g. Ironclads). (I think there may be something a bit fishy with trying
to bombard air units over land, but haven't tested it.)

If it's an air unit, then I suspect the behaviour becomes quite fishy indeed
(especially it it's attacking/bombarding another air unit). The discussion in
the original ticket mentioned some trouble with air bombarders which I think
was never fully resolved.

 also, units with Bombarder flag damage all unit in the stack.
 Is it intended?
That's also deliberate, going by the above-mentioned discussion.

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