[Freeciv-Dev] [patch #1341] Replace Improvement replaced_by with a requirements vector

2014-06-30 Thread Emmet Hikory
Update of patch #1341 (project freeciv):

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


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[Freeciv-Dev] [bug #22245] Assert 'state1-turns_left == state2-turns_left' failed

2014-06-30 Thread Marko Lindqvist
Follow-up Comment #3, bug #22245 (project freeciv):

Theory confirmed.

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Re: [Freeciv-Dev] 2.5 release notes (first draft)

2014-06-30 Thread Jacob Nevins
Marko Lindqvist writes:
  Disasters are mentioned only as ruleset modding feature, disasters
 enabled for supplied rulesets are not. Especially civ1 compatible
 (though the disaster occurrence mechanism is not completely civ1
 compatible) disasters should be there.

Disasters are mentioned in the for players section, as the second
thing after the bridge building change (although it doesn't call out
civ1 compatibility specifically):

| Changes affecting players (supplied rulesets)
  [...]
| Rules changes affecting all or most rulesets: 
  [...]
|  * (not civ2/multiplayer) Cities suffer random disasters such as
|population loss and building loss. A new server setting 'disasters'
|controls their frequency, or disables them entirely.

(Did civ2 really not have disasters?)

I've been puzzling a bit over how to make disasters visible in the
in-game help. I don't think such an abstract concept deserves it's own
help section. I suppose we don't mention barbarians either. Perhaps a
few words in the introductory parts of the help of the form
unpredictable bad things can happen, make your civ robust against them
(or if you don't like them then here are the options to turn them off).

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[Freeciv-Dev] [patch #4826] player_invention_XXX() = research_invention_XXX()

2014-06-30 Thread pepeto
Update of patch #4826 (project freeciv):

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


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[Freeciv-Dev] [patch #4789] allow_holes settings for tech loss

2014-06-30 Thread Jacob Nevins
Follow-up Comment #1, patch #4789 (project freeciv):

Rebase after patch #4826.

(file #21213)
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[Freeciv-Dev] [patch #4833] Make comment about AI love level names TRANS: -one

2014-06-30 Thread Jacob Nevins
Follow-up Comment #2, patch #4833 (project freeciv):

This TRANS comment is too far from its Q_() to make it into freeciv.pot,
unfortunately. (It needs to be on the immediately preceding line.)

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[Freeciv-Dev] [patch #4734] Support versioning of custom rulesets

2014-06-30 Thread Jacob Nevins
Follow-up Comment #5, patch #4734 (project freeciv):

The comment There's no separate versioning ... needs the usual backtick
dodge:


data/civ1/game.ruleset:20: warning: unterminated character constant
data/civ2/game.ruleset:20: warning: unterminated character constant
data/classic/game.ruleset:20: warning: unterminated character constant
data/experimental/game.ruleset:23: warning: unterminated character constant
data/civ2civ3/game.ruleset:20: warning: unterminated character constant
data/alien/game.ruleset:11: warning: unterminated character constant
data/multiplayer/game.ruleset:20: warning: unterminated character constant



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[Freeciv-Dev] [patch #3419] Nationality of citizens visible to all players?

2014-06-30 Thread Emmet Hikory
Follow-up Comment #1, patch #3419 (project freeciv):

To confirm, by make this information public, you mean have it depend on
known+seen (or known alone without fog of war), in the same manner as the size
of foreign cities?

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[Freeciv-Dev] [patch #3481] en_US locale (to restore diacritics etc)

2014-06-30 Thread Emmet Hikory
Follow-up Comment #3, patch #3481 (project freeciv):

Is there anyone active currently who remains opposed to this?  There aren't
that many strings to translate to en_US, so it seems relatively simple to do.

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[Freeciv-Dev] [patch #4043] Spawning server with incompatible tileset

2014-06-30 Thread Emmet Hikory
Follow-up Comment #1, patch #4043 (project freeciv):

Perhaps tilesets should have some compatibility string, and rulesets have an
indicator of which tileset they prefer.  In the event of an incompatible
tileset (checked by compat string, rather than expensive confirmation that all
sprite tags can be found), the client checks all the tilesets in the available
directories, and loads a compatible one.

Unfortunately, because the server always starts with the default ruleset
(currently classic), this might make it irritating to test alternate tilesets
for rulesets incompatible with the default tileset, as the requested tileset
would be lost on server start, and the client would then choose the first
available compatible tileset with the newly selected ruleset (which then
requires the user to change tilesets in the client to the selected one).

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[Freeciv-Dev] [patch #4532] CityTile requirement type Worked

2014-06-30 Thread Emmet Hikory
Follow-up Comment #1, patch #4532 (project freeciv):

What sort of thing would this be intended to enable?  As mentioned in patch
#4216, much of autosettler code would break if tile improvement benefits
gained a restriction that tile was currently worked.  If considering
improvement reqs (e.g., one can't build a Mint unless one has a worked tile
with the Gold resource in the city), while these can be imposed at the time
the player adds the improvement to the worklist and at the time construction
is started, it wouldn't be checked any other time.  A similar situation
applies for the construction of extras (and would for units, did units use
reqs).

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[Freeciv-Dev] [patch #4857] Move tech_want data to default AI

2014-06-30 Thread Marko Lindqvist
Follow-up Comment #5, patch #4857 (project freeciv):

- Updated against svn

(file #21214)
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[Freeciv-Dev] [bug #22252] Giving techonologies in editor does not work

2014-06-30 Thread Marko Lindqvist
URL:
  http://gna.org/bugs/?22252

 Summary: Giving techonologies in editor does not work
 Project: Freeciv
Submitted by: cazfi
Submitted on: Mon 30 Jun 2014 11:00:50 PM EEST
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

Current TRUNK.

Adding technologies to myself (other player's have always been behaving badly
as I'm not allowed to know what they have - what I've given them) and clicking
Apply does nothing - even tech count remains red indicating that changes are
still not in the server.




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[Freeciv-Dev] [bug #22253] Redundant buildings not buildable

2014-06-30 Thread Marko Lindqvist
URL:
  http://gna.org/bugs/?22253

 Summary: Redundant buildings not buildable
 Project: Freeciv
Submitted by: cazfi
Submitted on: Mon 30 Jun 2014 11:10:14 PM EEST
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 

___

Details:

When having Nuclear Plant in the city, Power Plant is not listed as possible
build target at all, except with Show Future Targets (in which case it's
listed as redundant).

It's not possible to prepare for the eventual loss/obsolescense of a wonder
making buildings redundant *at the moment*.




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[Freeciv-Dev] [bug #22253] Redundant buildings not buildable

2014-06-30 Thread Marko Lindqvist
Follow-up Comment #1, bug #22253 (project freeciv):

Sorry, the city was lacking Factory that's requirement for Power Plant. Though
now that I added that, it doesn't appear as redundant.

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[Freeciv-Dev] [bug #22253] Redundant buildings not buildable

2014-06-30 Thread Marko Lindqvist
Update of bug #22253 (project freeciv):

  Status:None = Invalid
 Assigned to:None = cazfi  
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [patch #4879] Mark redundant buildings in sdl-client

2014-06-30 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?4879

 Summary: Mark redundant buildings in sdl-client
 Project: Freeciv
Submitted by: cazfi
Submitted on: Mon 30 Jun 2014 11:35:44 PM EEST
Category: client-sdl
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.5.0, 2.6.0

___

Details:

Strikethrough names of redundant improvements in sdl(2)-client worklist view.
Note that this cannot be backported to S2_4 as SDL_ttf sources there do not
support strikethrough.



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File Attachments:


---
Date: Mon 30 Jun 2014 11:35:44 PM EEST  Name: SdlRedundant.patch.bz2  Size:
6kB   By: cazfi

http://gna.org/patch/download.php?file_id=21215
---
Date: Mon 30 Jun 2014 11:35:44 PM EEST  Name: SdlRedundant-S2_5.patch  Size:
861B   By: cazfi

http://gna.org/patch/download.php?file_id=21216

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[Freeciv-Dev] [bug #22079] AI settler doesn't consider base defense bonus when picking city spot

2014-06-30 Thread Emmet Hikory
Update of bug #22079 (project freeciv):

  Status:None = Works For Me   
 Assigned to:None = persia 
 Planned Release: = 2.5.0, 2.6.0   

___

Follow-up Comment #1:

I believe the attached patches solve the problem: adding bases and considering
the effects of RF_ALWAYS_ON_CITY_CENTER and RF_AUTO_ON_CITY_CENTER for 2.5,
and the same consolidated logic for extras for 2.6.  Autogames with these
patches applied complete, but I'm not really sure how to validate if this does
the right thing (and don't believe the autogames really exercise much, as I'm
not running against a ruleset that would have a lot of this, and the AI
doesn't build this kind of base for these rulesets anyway).

Also, I'm not confident of my use of virtual tiles and virtual cities here:
from reading the code, I *think* this does the right thing, but I'd appreciate
if someone else could review my patches and confirm this (and don't plan to
apply this until that happens, such is my uncertainty).

Note that I don't know if this *should* be solved, only suggest that the
attached patches would solve it: if someone thinks we oughtn't do this, I'm
happy to see them discarded.

(file #21217, file #21218)
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File name: consider-base-defense-bonus-when-founding-city.patch Size:7 KB
File name: consider-extras-defense-bonus-when-founding-city.patch Size:5 KB


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[Freeciv-Dev] [patch #4850] Updated bootstrap files from gettext-0.19.1

2014-06-30 Thread Marko Lindqvist
Update of patch #4850 (project freeciv):

  Status:  Ready For Test = Done   
 Assigned to:None = cazfi  
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [bug #22204] Qt 5 headers no longer found on Debian testing

2014-06-30 Thread Marko Lindqvist
Update of bug #22204 (project freeciv):

  Status: In Progress = Ready For Test 
 Assigned to:sveinung = cazfi  

___

Follow-up Comment #4:

Stealing and adding a patch that allows me to build.

We already use AC_CANONICAL_HOST to determine host system (not build system,
but host system even if cross-compiled). Use that information. There's no
guarantee that Debian  co multilib directories will always be found the way
defined here, but at least this doesn't break anything and works for me (and I
assume, most people): /usr/include/${host_cpu}-${host_os}/qt5.

(file #21219)
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[Freeciv-Dev] [bug #22204] Qt 5 headers no longer found on Debian testing

2014-06-30 Thread Emmet Hikory
Follow-up Comment #5, bug #22204 (project freeciv):

HostCpuOs.patch works for me in an environment without multiarch Qt5, so no
regression here.  I notice this listed only for 2.5/2.6: would the same fix
not also benefit 2.4?

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[Freeciv-Dev] [bug #22204] Qt 5 headers no longer found on Debian testing

2014-06-30 Thread Sveinung Kvilhaugsvik
Update of bug #22204 (project freeciv):

  Status:  Ready For Test = In Progress
 Assigned to:   cazfi = sveinung   

___

Follow-up Comment #6:

New version. Will use GCC to get the multiarch tuple if that is the compiler
in use. If GCC isn't in use the multiarch locations won't be searched. The Qt
will then have to be added manually.

_then the right substitution is the target triplet_
Are you sure? Is https://wiki.debian.org/Multiarch/Tuples wrong or did read it
wrong? _Earlier proposals for multiarch did use GNU triplets as the components
of the library path. Proof-of-concept implementations ran into two distinct
cases where GNU triplets could not be used effectively in a cross-distribution
manner_ 

_I'm also not convinced the current patch will work if the libraries are also
multiarch-enabled (this should require the same class of change for the
POTENTIAL_PATHS entry that starts with /usr/lib/qt5)._
Fixed. (It worked before. The libraries were found before any locations were
searched)

(file #21220)
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[Freeciv-Dev] [bug #22204] Qt 5 headers no longer found on Debian testing

2014-06-30 Thread Sveinung Kvilhaugsvik
Update of bug #22204 (project freeciv):

  Status: In Progress = Ready For Test 

___

Follow-up Comment #7:

Seems like we had a collision.

_We already use AC_CANONICAL_HOST to determine host system (not build system,
but host system even if cross-compiled)._
New version gets the correct multiarch tuple from GCC when GCC is used. Falls
back to Cazfi's solution when not. Is this OK?

(file #21221)
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[Freeciv-Dev] [bug #22204] Qt 5 headers no longer found on Debian testing

2014-06-30 Thread Sveinung Kvilhaugsvik
Follow-up Comment #8, bug #22204 (project freeciv):

Cover all possibilities in merged patch.

(file #21222)
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[Freeciv-Dev] [patch #4880] Update dependencies/m4

2014-06-30 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?4880

 Summary: Update dependencies/m4
 Project: Freeciv
Submitted by: cazfi
Submitted on: Tue 01 Jul 2014 02:16:41 AM EEST
Category: bootstrap
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.6.0

___

Details:

Update dependencies/m4 -files to newer upstream files

mkstemp.m4: serial 23
stdlib_h.m4: serial 42




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File Attachments:


---
Date: Tue 01 Jul 2014 02:16:41 AM EEST  Name: DependencyM4Up.patch  Size: 5kB 
 By: cazfi

http://gna.org/patch/download.php?file_id=21223

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[Freeciv-Dev] [bug #22204] Qt 5 headers no longer found on Debian testing

2014-06-30 Thread Emmet Hikory
Follow-up Comment #9, bug #22204 (project freeciv):

Indeed, my information was out of date: thank you for the updated reference. 
I can confirm that the patch in file #21222 also builds in my environment, so
also no regressions (for either S2_5 or trunk).

I remain curious about 2.4: as of libqt4-dev 4:4.8.6+dfsg-2, it seems that the
headers are still in /usr/include/qt4 (although moc is in
/usr/lib/$MULTIARCH_TRIPLET/qt4/bin/moc): is this expected to remain the case
for the length of 2.4 support, or do we not really care about building the Qt
client in 2.4 (where it's not very functional)?

Minor nit: the comments have multiarch_tuble rather than multiarch_tuple.

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[Freeciv-Dev] [bug #22252] Giving techonologies in editor does not work

2014-06-30 Thread Jacob Nevins
Follow-up Comment #1, bug #22252 (project freeciv):

 even tech count remains red indicating that changes are still 
 not in the server.
I found that the server was nonetheless updated. ...but sometimes not every
tech I requested was applied, maybe, I think?

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[Freeciv-Dev] [patch #4881] FC_LIBCHARSET

2014-06-30 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?4881

 Summary: FC_LIBCHARSET
 Project: Freeciv
Submitted by: cazfi
Submitted on: Tue 01 Jul 2014 02:40:26 AM EEST
Category: bootstrap
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.6.0

___

Details:

Googling AM_LIBCHARSET gets only freeciv related hits. Apparently it's our own
macro despite using automake namespace. Rename it to our own namespace as
FC_LIBCHARSET



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File Attachments:


---
Date: Tue 01 Jul 2014 02:40:26 AM EEST  Name: FcLibcharset.patch  Size: 2kB  
By: cazfi

http://gna.org/patch/download.php?file_id=21224

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[Freeciv-Dev] [patch #3405] Help: update for generalised roads, bases, etc

2014-06-30 Thread Jacob Nevins
Follow-up Comment #4, patch #3405 (project freeciv):

Patch #4521 will take away some text describing roads. It should probably come
back under this ticket.

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[Freeciv-Dev] [patch #4882] check_macros.sh to check .cpp files

2014-06-30 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?4882

 Summary: check_macros.sh to check .cpp files
 Project: Freeciv
Submitted by: cazfi
Submitted on: Tue 01 Jul 2014 02:55:04 AM EEST
Category: general
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.5.0, 2.6.0

___

Details:

Add .cpp files to the list of files to check in check_macros.sh




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File Attachments:


---
Date: Tue 01 Jul 2014 02:55:04 AM EEST  Name: CheckMacrosCpp.patch  Size: 466B
  By: cazfi

http://gna.org/patch/download.php?file_id=21225

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[Freeciv-Dev] [patch #4883] players_iterate() optimize

2014-06-30 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?4883

 Summary: players_iterate() optimize
 Project: Freeciv
Submitted by: cazfi
Submitted on: Tue 01 Jul 2014 03:36:15 AM EEST
Category: general
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.4.3, 2.5.0, 2.6.0

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Details:

Call to player_slot_is_used() every round of players_iterate() is just
unnecessary overhead (function call). It would just check (every round!) that
system is already initialized and then check that player for the slot is not
NULL. player_slots_iterate() already checked (once) that system is initialized
and we can very well check if the player returned by final
player_slot_get_player() is NULL.

Patch to remove player_slot_is_used() call from players_iterate() attached. 



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File Attachments:


---
Date: Tue 01 Jul 2014 03:36:15 AM EEST  Name: PlayersIterateOptimize.patch 
Size: 1kB   By: cazfi

http://gna.org/patch/download.php?file_id=21226

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[Freeciv-Dev] [patch #4884] Loading of simple xml-file

2014-06-30 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?4884

 Summary: Loading of simple xml-file
 Project: Freeciv
Submitted by: cazfi
Submitted on: Tue 01 Jul 2014 04:53:39 AM EEST
Category: general
Priority: 5 - Normal
  Status: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.6.0

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Details:

Add registry_xml.[ch]. It can load section files from very simple format
xml-files.

Tested with xml-based authentication configuration file. That's the only
freeciv file simple enough to be converted to current xml-format.



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File Attachments:


---
Date: Tue 01 Jul 2014 04:53:39 AM EEST  Name: XmlfileLoad.patch  Size: 6kB  
By: cazfi

http://gna.org/patch/download.php?file_id=21227

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[Freeciv-Dev] [bug #22252] Giving techonologies in editor does not work

2014-06-30 Thread Emmet Hikory
Follow-up Comment #2, bug #22252 (project freeciv):

On r25335, I can add some advances, and not others.  Sometimes when adding an
advance, the interface stays red (and shows it not to have been done), but
closing the client and reopening it, or connecting as a global observer in
another client, and using the editor shows the technology to have become
learned.  I believe the restrictions on which I can add are related to
root_req and tech holes concerns.

I tried again, stepping backwards over some likely looking commits.  At
r25288, I was able to add arbitrary technologies, but still with the interface
issues, and the need to disconnect and reconnect for the editor to see that
the technology was learned (but I could grant Advanced Flight to an ignorant
civilisation).

At r25201, everything appears to work fine.  Testing again with r25202 leads
me to suspect patch #4769 as that which introduced the interface issues.

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[Freeciv-Dev] [bug #22204] Qt 5 headers no longer found on Debian testing

2014-06-30 Thread Sveinung Kvilhaugsvik
Follow-up Comment #10, bug #22204 (project freeciv):

Thanks for testing and for confirming that I didn't misunderstood the
reference.

If requested I could do a version for 2.4 too.

_Minor nit: the comments have multiarch_tuble rather than
multiarch_tuple._
Fixed.

(file #21228)
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Additional Item Attachment:

File name: 0001-Also-search-multiarch-folders-when-looking-for-Qt-5-.patch
Size:3 KB


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