[Freeciv-Dev] [patch #3500] Lower-case freeciv in strings

2012-08-12 Thread Jacob Nevins
URL:
  http://gna.org/patch/?3500

 Summary: Lower-case freeciv in strings
 Project: Freeciv
Submitted by: jtn
Submitted on: Sun Aug 12 14:42:22 2012
Category: None
Priority: 5 - Normal
  Status: In Progress
 Privacy: Public
 Assigned to: jtn
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 2.4.0,2.5.0

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Details:

In a similar vein to patch #3398, a patch to capitalise Freeciv.




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[Freeciv-Dev] [bug #20045] assertion failed with civ2civ3 over S2_4

2012-08-12 Thread David Fernandez
Follow-up Comment #3, bug #20045 (project freeciv):

I'm still curious to know the reason of this error, even if it only happens to
me. Else I'm not going to be able to test any freeciv version until there is a
window installer.

I have successfully installed the new v2.4 beta1 over ubuntu 9.04 (with make
install), I have installed the new civ2civ3 v2.4-2 (with freeciv-modpack), and
I still get the same assertion error in every game.

The error keeps appearing when I launch the installed freeciv-gtk2, so it is
not related to the script fcgui.
I have never seen this error with default rules, only with civ2civ3. It
happens when I use freeciv-modpack to install the mod, when I manually copy
the files to data folder, and also when I overwrite the default ruleset
files.
(this last method used to solve the problem with the other assertion error
that I reported bug #19925).

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[Freeciv-Dev] [patch #3500] Lower-case freeciv in strings

2012-08-12 Thread Jacob Nevins
Update of patch #3500 (project freeciv):

  Status: In Progress = Ready For Test 
 Planned Release: 2.4.0,2.5.0 = 2.3.3,2.4.0,2.5.0  

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Additional Item Attachment:

File name: trunk-freeciv-lower-case.patch Size:8 KB
File name: S2_4-freeciv-lower-case.patch  Size:7 KB
File name: S2_3-freeciv-lower-case.patch  Size:1 KB


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[Freeciv-Dev] [bug #20045] assertion failed with civ2civ3 over S2_4

2012-08-12 Thread Marko Lindqvist
Follow-up Comment #4, bug #20045 (project freeciv):

Oh, does the assert happen in server or client side? You haven't actually said
that, but for some reason I've tried to reproduce server side crash.

Attached is the autogame I tested:
- civ2civ3.serv settings
- Random seed from the savegame you provided
- Minplayers setting set to 0 (I'm still curios of how you started the all-ai
game when minplayers setting was not 0 - had you first human player that was
then turned to ai?)
- timeout set to -1 (proceed as fast as you can) This requires --enable-debug
build


Can you test if this asserts for you?

(file #16381)
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Additional Item Attachment:

File name: c2c3rp.servSize:0 KB


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[Freeciv-Dev] [bug #20045] assertion failed with civ2civ3 over S2_4

2012-08-12 Thread Jacob Nevins
Follow-up Comment #5, bug #20045 (project freeciv):

I was about to ask the same thing re client vs server assertions.

I've just built 2.4.0-beta1 and downloaded the v2.4-2 modpack via
freeciv-modpack and I also can't provoke the savegame into any assertions.
Perhaps an exact sequence of steps? -- I wasn't sure which player to /take,
for instance.

 assertion 'same_pos(unit_tile(pcargo), unit_tile(ptrans))' failed.
We know we have a lurking problem with the client not being kept up to date
with unit state (bug #19612, bug #19904). If this message is from the client,
could be more of the same?

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[Freeciv-Dev] [task #7599] Windows packages for 2.4.0-beta1

2012-08-12 Thread Christian Prochaska
Update of task #7599 (project freeciv):

  Status:None = Done   
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [bug #20045] assertion failed with civ2civ3 over S2_4

2012-08-12 Thread Marko Lindqvist
Follow-up Comment #6, bug #20045 (project freeciv):

Is it possible that you have old version of some ruleset file in the
FREECIV_DATA_PATH so that it (that single) file gets used instead of correct
one? You could start server with -d 3 and read output after rulesetdir
civ2civ3 carefully to see that every file is read from correct path.

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[Freeciv-Dev] [bug #20045] assertion failed with civ2civ3 over S2_4

2012-08-12 Thread Jacob Nevins
Follow-up Comment #7, bug #20045 (project freeciv):

Hey, hey, I got one of these assertion failures. At some point. Lost it. Darn.
I'll try again.

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[Freeciv-Dev] [bug #20045] assertion failed with civ2civ3 over S2_4

2012-08-12 Thread Jacob Nevins
Follow-up Comment #8, bug #20045 (project freeciv):

...and it was on the client. I'd left the server just running with the client
as global observer.


1: in unit_transport_unload() [unit.c::2072]: assertion
'same_pos(unit_tile(pcargo), unit_tile(ptrans))' failed.
1: Please report this message at http://gna.org/projects/freeciv/
1: in unit_transport_unload() [unit.c::2072]: assertion
'same_pos(unit_tile(pcargo), unit_tile(ptrans))' failed.
1: Please report this message at http://gna.org/projects/freeciv/
1: in unit_virtual_destroy() [unit.c::1724]: assertion
'unit_list_size(punit-transporting) == 0' failed.
1: Please report this message at http://gna.org/projects/freeciv/
Segmentation fault


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[Freeciv-Dev] [bug #20045] assertion failed with civ2civ3 over S2_4

2012-08-12 Thread David Fernandez
Follow-up Comment #9, bug #20045 (project freeciv):

Right, it is client side error... Sorry I didn't realize it.

- Minplayers setting set to 0 (I'm still curios of how you started the all-ai
game when minplayers setting was not 0 - had you first human player that was
then turned to ai?)
Yes, I start with human, then I turn to ai, and then I set timeout.
It is the only way I have found since timeout = -1 does not work for me and
the code does not compile for me when I try ./autogen.sh --enable-debug

I must say I have not been able to reproduce the error with the previous
version of the mod v2.4-1, so it seems someway related to my latest changes
for v2.4-2.

I'm glad you catched the same error. Thanks for the help, I'll keep testing.



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[Freeciv-Dev] [bug #20045] assertion failed with civ2civ3 over S2_4

2012-08-12 Thread Marko Lindqvist
Follow-up Comment #10, bug #20045 (project freeciv):

 the code does not compile for me when I try
 ./autogen.sh --enable-debug

Could you raise this as separate bug ticket? With exact error message from the
compiler.

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[Freeciv-Dev] Freeciv 2.4.0-beta1 Windows packages

2012-08-12 Thread Jacob Nevins
The Windows packages for 2.4.0-beta1 are now available from
http://www.freeciv.org/wiki/Download#Beta_2.4.

SQLite support is built in to the server, so for the first time, it's
possible to run a Windows server with user authentication without
compiling it yourself.

Reminder: the release notes are at
http://www.freeciv.org/wiki/NEWS-2.4.0.

On behalf of the Freeciv Dev Team,
  Jacob Nevins

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[Freeciv-Dev] [task #7599] Windows packages for 2.4.0-beta1

2012-08-12 Thread Jacob Nevins
Follow-up Comment #15, task #7599 (project freeciv):

Thanks for the quick turnaround!

Tried the SQLite support on Windows -- worked fine. :)

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[Freeciv-Dev] [patch #3463] List language names in Win Installer po-file list

2012-08-12 Thread Jacob Nevins
Follow-up Comment #4, patch #3463 (project freeciv):

This looks good in the 2.4.0-beta1 Gtk installer.

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[Freeciv-Dev] [bug #20057] Error when trying to compile with --enable-debug

2012-08-12 Thread David Fernandez
URL:
  http://gna.org/bugs/?20057

 Summary: Error when trying to compile with --enable-debug
 Project: Freeciv
Submitted by: bardo
Submitted on: dom 12 ago 2012 17:30:08 GMT
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: GNU/Linux
 Planned Release: 

___

Details:

When I try to compile the code with debug enabled (I have tested svn trunk and
also S2_4 beta), I get this compilation error:


...
luascript_signal.lo
cc1: warnings being treated as errors
luascript_signal.c: In function ‘luascript_signal_create_valist’:
luascript_signal.c:232: warning: passing argument 2 of
‘luascript_signal_name_list_append’ discards qualifiers from pointer
target type
make[5]: *** [luascript_signal.lo] Error 1


I'm using ubuntu 9.04 that I can no longer update, I guess this could be the
reason.




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[Freeciv-Dev] [bug #20045] assertion failed with civ2civ3 over S2_4

2012-08-12 Thread David Fernandez
Follow-up Comment #11, bug #20045 (project freeciv):

Can you test if this asserts for you?
When I launch your .serv (that includes set timeout -1), it seems to work even
without debug enabled, and I do get the assertion error in the client. 

You could start server with -d 3 and read output after rulesetdir
civ2civ3 carefully to see that every file is read from correct path.
Good point. It seems to load the right files from correct paths. The lua
scripts and the nations are taken from default rules, I never know if I should
include those unmoded files in my packs.

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[Freeciv-Dev] [patch #3469] Get rid of most deprecated warning

2012-08-12 Thread RafałMużyło
Follow-up Comment #20, patch #3469 (project freeciv):

Due to previously mentioned reasons, things are a bit stuck right now, but
I've ran a little test today in regard of create_line_at_mouse_pos.

It's already redundant - move_mapcanvas and move_overviewcanvas already cover
it. Though it might be a good idea to add the conditions from
create_line_at_mouse_pos to both of them - I'll need to check if that makes
sense.

As for gridding, as I mentioned elsewhere, it's mostly done, I'll just need to
restore the spacing and check a few things in the few places where I done
something more than searchreplace.

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[Freeciv-Dev] [bug #20045] assertion failed with civ2civ3 over S2_4

2012-08-12 Thread Jacob Nevins
Follow-up Comment #12, bug #20045 (project freeciv):

OK, reproduced an assertion failure.

Client asserted (and died since I used -F) between T0110 and T0111.

Client backtrace:


#0  0x7f01516b17bb in raise (sig=value optimised out)
at ../nptl/sysdeps/unix/sysv/linux/pt-raise.c:42
No locals.
#1  0x0056c98c in fc_assert_fail (file=0x5eb397 unit.c, 
function=0x5ebb10 unit_transport_unload, line=2072, 
assertion=value optimised out, message=0x5eca0a nologmsg:%s)
at log.c:520
level = LOG_FATAL
#2  0x0056652b in unit_transport_unload (pcargo=0x45d7d50)
at unit.c:2072
ptrans = value optimised out
__FUNCTION__ = unit_transport_unload
#3  0x00444bee in handle_unit_remove (unit_id=value optimised out)
at packhand.c:373
pcargo_iter = value optimised out
punit = value optimised out
cargos = value optimised out
powner = 0x7f013b9b8cd0
#4  0x00449983 in client_handle_packet (type=value optimised out, 
packet=0x0) at packhand_gen.c:141
No locals.
#5  0x0041f8be in client_packet_input (packet=value optimised out, 
type=62) at client_main.c:654
__FUNCTION__ = client_packet_input
#6  0x004251a5 in input_from_server (fd=value optimised out)
at clinet.c:421
result = true
packet = 0x0
type = PACKET_UNIT_REMOVE
nb = value optimised out
__FUNCTION__ = input_from_server
#7  0x00415070 in get_net_input (source=value optimised out, 
condition=value optimised out, data=value optimised out)
at gui_main.c:1882
No locals.
#8  0x7f014b48e8c2 in g_main_context_dispatch () from
/lib/libglib-2.0.so.0
No symbol table info available.
#9  0x7f014b492748 in ?? () from /lib/libglib-2.0.so.0
No symbol table info available.
#10 0x7f014b492c55 in g_main_loop_run () from /lib/libglib-2.0.so.0
No symbol table info available.
#11 0x7f014da35bc7 in gtk_main () from /usr/lib/libgtk-x11-2.0.so.0
No symbol table info available.
#12 0x00418579 in ui_main (argc=1, argv=0x7fff4f9e0878)
at gui_main.c:1673
home = value optimised out
sig = value optimised out
__FUNCTION__ = ui_main
#13 0x0041fd93 in client_main (argc=value optimised out, 
argv=0x7fff4f9e0878) at client_main.c:590
i = 2
loglevel = LOG_NORMAL
ui_options = value optimised out
ui_separator = 96
option = value optimised out
user_tileset = false
fatal_assertions = 6
__FUNCTION__ = client_main
#14 0x7f014f55cc4d in __libc_start_main (main=value optimised out, 
argc=value optimised out, ubp_av=value optimised out, 
init=value optimised out, fini=value optimised out, 
rtld_fini=value optimised out, stack_end=0x7fff4f9e0868)
at libc-start.c:226
result = value optimised out
unwind_buf = {cancel_jmp_buf = {{jmp_buf = {0, 2995556625538939496, 
4278096, 140734529144944, 0, 0, -2995802098214307224, 
-2913613134088308120}, mask_was_saved = 0}}, priv = {pad = {
  0x0, 0x0, 0x5a7f20, 0x7fff4f9e0878}, data = {prev = 0x0, 
  cleanup = 0x0, canceltype = 5930784}}}
not_first_call = value optimised out
#15 0x00414779 in _start ()
No symbol table info available.


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[Freeciv-Dev] [bug #20058] Invalid string conversion from UTF-8 to CP1252 with Turkish leader name

2012-08-12 Thread Jacob Nevins
URL:
  http://gna.org/bugs/?20058

 Summary: Invalid string conversion from UTF-8 to CP1252
with Turkish leader name
 Project: Freeciv
Submitted by: jtn
Submitted on: Sun Aug 12 22:31:33 2012
Category: client-gtk-2.0
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.4.0-beta1
 Discussion Lock: Any
Operating System: Microsoft Windows
 Planned Release: 

___

Details:

Noticed today with the 2.4.0-beta1 Gtk Windows package, but for all I know
it's been with us forever -- I haven't checked older versions.

When starting a game from the client, in the chat window, I got a single:

Invalid string conversion from UTF-8 to CP1252.

I happened to have been dealt the Turks, leader İsmail Enver (first
character is U+0130 LATIN CAPITAL LETTER I WITH DOT ABOVE, in case Gna
mangles it). A bit of experimentation suggests that it's the leader name
that's the problem. And indeed CP1252 doesn't have that character.

I'm not sure what is trying to convert to CP1252. The leader name displayed
fine in the client everywhere I saw it.




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[Freeciv-Dev] [bug #20059] Worker is not automatically placed when city grows

2012-08-12 Thread Marko Lindqvist
URL:
  http://gna.org/bugs/?20059

 Summary: Worker is not automatically placed when city grows
 Project: Freeciv
Submitted by: cazfi
Submitted on: Mon 13 Aug 2012 12:46:08 AM 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: 

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Details:

When city in current TRUNK grows to size 2, new worker is not placed but left
as entertainer.




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[Freeciv-Dev] [bug #20059] Worker is not automatically placed when city grows

2012-08-12 Thread Marko Lindqvist
Follow-up Comment #1, bug #20059 (project freeciv):

Works after reverting bug #17843 patch.

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[Freeciv-Dev] [bug #20059] Worker is not automatically placed when city grows

2012-08-12 Thread Marko Lindqvist
Update of bug #20059 (project freeciv):

Category:None = general
  Status:None = In Progress
 Assigned to:None = cazfi  

___

Follow-up Comment #2:

bug #17843 tried to make auto_arrange_workers() call unconditional in
city_map_update_radius_sq() and removed separate auto_arrange_workers() calls
from city_map_update_radius_sq() callers. But while there's no if for
auto_arrange_workers() call in city_map_update_radius_sq(), it can return
before it gets that far.

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[Freeciv-Dev] [bug #20060] Alien World: typo in Antiburrow Missile targets

2012-08-12 Thread Jacob Nevins
URL:
  http://gna.org/bugs/?20060

 Summary: Alien World: typo in Antiburrow Missile targets
 Project: Freeciv
Submitted by: jtn
Submitted on: Mon Aug 13 00:25:36 2012
Category: rulesets
Severity: 3 - Normal
Priority: 5 - Normal
  Status: In Progress
 Assigned to: jtn
Originator Email: 
 Open/Closed: Open
 Release: trunk r21796
 Discussion Lock: Any
Operating System: Any
 Planned Release: 2.5.0

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Details:

Noticed in passing: targtes instead of targets.
I'm guessing this prevents these missiles actually attacking burrowing units.




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[Freeciv-Dev] [bug #20060] Alien World: typo in Antiburrow Missile targets

2012-08-12 Thread Jacob Nevins
Update of bug #20060 (project freeciv):

  Status: In Progress = Ready For Test 

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File name: trunk-alien-antiburrow-missile.patch Size:0 KB


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[Freeciv-Dev] [bug #20060] Alien World: typo in Antiburrow Missile targets

2012-08-12 Thread Marko Lindqvist
Follow-up Comment #1, bug #20060 (project freeciv):

Thank you. I've committed fix to S2_3 and S2_4 versions (that I still maintain
outside freeciv project).

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[Freeciv-Dev] [patch #3443] plrcolormode setting to take colours from nations

2012-08-12 Thread Jacob Nevins
Update of patch #3443 (project freeciv):

  Status:None = Ready For Test 
 Assigned to:None = jtn

___

Follow-up Comment #1:

Patch.

 Setting plrcolormode=NATION_ORDER should warn if no nations 
 in this ruleset have colours defined
Actually this is a hard error preventing use of this option value.

(file #16383)
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File name: trunk-nation-player-colours.patch Size:11 KB


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[Freeciv-Dev] [patch #3443] plrcolormode setting to take colours from nations

2012-08-12 Thread Jacob Nevins
Follow-up Comment #2, patch #3443 (project freeciv):

Also attached an example (which I don't intend to commit here) with Alien
World ruleset changed to assign colours to nations.

(file #16384)
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Additional Item Attachment:

File name: trunk-nation-colour-example-alien.patch Size:3 KB


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[Freeciv-Dev] [patch #3501] Reduce Alien World Explorer cost

2012-08-12 Thread Marko Lindqvist
URL:
  http://gna.org/patch/?3501

 Summary: Reduce Alien World Explorer cost
 Project: Freeciv
Submitted by: cazfi
Submitted on: Mon 13 Aug 2012 03:32:14 AM EEST
Category: rulesets
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

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Details:

Explorer unit exist in Alien World ruleset mainly so that it can be given to
players in startunits. I never considered them something player would bother
to build him/herself. We could even force that by adding NoBuild flag to
Explorer, but I don't think that would make sense.

I lost my Explorer early to barbarians in a hut. I then thought that maybe I
build new one, and discovered that they cost 30 shields.
AW Explorer has *no* IgTerr (which would provide 3 moves on all terrains). It
has move rate of 2 (which is better than 1 on some terrains only). With cost
of 10 shields, Star Marines are three times cheaper, and faster to produce. It
makes more sense to produce Star Marine (to start exploring + city producing
something else earlier) than Explorer even when one builds unit tasked to
explore. Star Marines have also attack of 1. On the other hand explorers have
no upkeep, so they should be more expensive than Star Marines so that they
wouldn't replace Star Marines as city defender unit in the beginning.

So, I conclude that best cost for Explorer is 20. Patch attached.



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File Attachments:


---
Date: Mon 13 Aug 2012 03:32:14 AM EEST  Name: AWExplorerCost20.patch  Size:
446B   By: cazfi

http://gna.org/patch/download.php?file_id=16385

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[Freeciv-Dev] [bug #20059] Worker is not automatically placed when city grows

2012-08-12 Thread Marko Lindqvist
Follow-up Comment #3, bug #20059 (project freeciv):

...and when city_map_update_radius_sq() *does* call auto_arrange_workers(), it
causes recursive loop, as it itself is now called from city_refresh().

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[Freeciv-Dev] [bug #20059] Worker is not automatically placed when city grows

2012-08-12 Thread Marko Lindqvist
Update of bug #20059 (project freeciv):

  Status: In Progress = Ready For Test 
 Planned Release: = 2.5.0  

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Follow-up Comment #4:

Attached fix makes city_map_update_radius_sq() *never* to call
auto_arrange_workers(). Instead return value of city_refresh() tells the
callers if city size changed, so they call auto_arrange_workers() when ever
needed.

(file #16386)
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Additional Item Attachment:

File name: AutoArrangeFix.patch   Size:7 KB


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