[Freeciv-Dev] [bug #18467] Client fails to get hack access to spawned server
Follow-up Comment #2, bug #18467 (project freeciv): I'm also having this problem, but running as Administrator does not solve it. I'm using FreeCiv 2.3.0 on Windows XP Pro, SP3. %PATH% C:HomeAdministrator, with full administrative rights to the entire directory. In addition to the error messages in the description, I get this when I try to save game settings using the FreeCiv client: Save failed, cannot write to file C:HomeAdministrator/.freeciv-client-rc-2.3 ___ Reply to this item at: http://gna.org/bugs/?18467 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #18467] Client fails to get hack access to spawned server
Follow-up Comment #3, bug #18467 (project freeciv): If it helps, saving worked correctly in 2.1.8... ___ Reply to this item at: http://gna.org/bugs/?18467 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] [patch #2912] Update of the Filipino nation
But isn't that exactly what I did? Or do you want any other living leader to be added? patrick On Sun, Aug 21, 2011 at 3:13 AM, Daniel Markstedt markst...@gmail.com wrote: We allow two living leaders per nation: one of each sex. All official nation related guidelines are documented in doc/README.nations - a recommended read! Daniel On Sat, Aug 20, 2011 at 1:10 AM, patrick kelle patrick.kell...@gmail.com wrote: I was not aware of that fact. When I did my work I took the German nation as reference and it includes Angela Merkel which is still pretty alive. We surly could add Corazon Aquino in any way. If you want the other two removed say so and I can make a new patch. On a later update I also wanted to add terrain details for the cities as for example in the German nation. patrick On Sat, Aug 20, 2011 at 4:22 AM, Daniel Markstedt no-reply.invalid-addr...@gna.org wrote: Update of patch #2912 (project freeciv): Category: None = rulesets Assigned to: None = mixcoatl ___ Follow-up Comment #1: Patch looks good. Just one comment: The two added leaders are both living persons as well as active politicians. We have a history in the Freeciv project to try to limit the inclusion of such leaders. Would it make sense to add someone like say Corazon Aquino instead? ___ Reply to this item at: http://gna.org/patch/?2912 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #18515] Goto lines shown incorrectly
Update of bug #18515 (project freeciv): Status: Ready For Test = Fixed Assigned to:None = jtn Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/bugs/?18515 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #18470] fix loading of unit orientation
Update of bug #18470 (project freeciv): Status: Ready For Test = Fixed Assigned to:None = jtn Open/Closed:Open = Closed ___ Follow-up Comment #4: Fixed with my patch for bug #18515. ___ Reply to this item at: http://gna.org/bugs/?18470 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #18467] Client fails to get hack access to spawned server
Follow-up Comment #4, bug #18467 (project freeciv): Save failed, cannot write to file C:HomeAdministrator/.freeciv-client-rc-2.3 I just noticed it autosaves correctly into C:HomeAdministrator/.freeciv/saves/. Upon trying to load one of these saves I got an error message: /load: Name C:HomeAdministrator.freecivsavesfreeciv-T0147-Y00940-auto.sav.bz2 disallowed for security reasons. /vote: Your new vote (load C:HomeAdministrator.freecivsavesfreeciv-T0147-Y00940-auto.sav.bz2) was not legal or was not recognized. ___ Reply to this item at: http://gna.org/bugs/?18467 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #18546] segfault when loading an incomplete map
URL: http://gna.org/bugs/?18546 Summary: segfault when loading an incomplete map Project: Freeciv Submitted by: akfaew Submitted on: Mon Aug 22 15:22:16 2011 Category: None Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: S2.3 Discussion Lock: Any Operating System: None Planned Release: ___ Details: I know this is rather unimportant, but I also believe this should be reported. The save is basically this, plus the map itself: 1 [scenario] 2 name=_(Earth (classic/giant)) 3 description=_(Map of the Earth.) 4 5 [map] 6 topology_id=1 7 height=180 8 width=468 #0 0x002ad6e8 in my_has_capability (cap=0x40e379 version2, capstr=0x0, cap_len=8) at capability.c:48 48 GET_TOKEN(capstr, next); (gdb) bt #0 0x002ad6e8 in my_has_capability (cap=0x40e379 version2, capstr=0x0, cap_len=8) at capability.c:48 #1 0x002ad898 in has_capabilities (us=0x40e378 +version2, them=0x0) at capability.c:81 #2 0x001a481c in savegame2_load (file=0x2086f8080) at savegame2.c:527 #3 0x00117594 in load_command (caller=Variable caller is not available. ) at stdinhand.c:3584 #4 0x0010bfb0 in srv_prepare () at srv_main.c:2265 #5 0x0010dc2c in srv_main () at srv_main.c:2536 #6 0x00103e78 in main (argc=16, argv=0xfffbf008) at civserver.c:375 ___ Reply to this item at: http://gna.org/bugs/?18546 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #18535] fix health in early game (experimental ruleset)
Follow-up Comment #2, bug #18535 (project freeciv): I' not sure how the experimental ruleset is used. The default ruleset is stable and well balanced but also quit old. The new features are not used. The experimental ruleset is not that much tested or balanced but it includes all the nice new goodies. If one once to see something new he has to take the experimental ruleset! Now, it could be improved only in trunk or also in stable 2.3.x. I think about this ruleset manly as a tool to show the new things in freeciv so that ruleset developers know about them. As bonus it should be playable and something to test how the AI can work with these changes. This said, I would like to include more of the new rules in this ruleset and also offer it the the players of a stable version. ___ Reply to this item at: http://gna.org/bugs/?18535 ___ Nachricht geschickt von/durch Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #18513] Bases removed because changing terrain remain as border source, vision source
Follow-up Comment #2, bug #18513 (project freeciv): such a module is available in freeciv as fc_interface.(c|h). I did use it for tile vision and freeing of color definitions. ___ Reply to this item at: http://gna.org/bugs/?18513 ___ Nachricht geschickt von/durch Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #2513] [lua01] rename files (preparation for lua module rework)
Follow-up Comment #20, patch #2513 (project freeciv): What I think should be changed in this patch: - Link libscriptcode to libfreeciv, not server It is a chicken or egg problem (at least I dd not have a solution): If libscriptcode is linked to libfreeciv it is also used in the client. Thus, the client Makefile has to be changed. To prevent this, it must not be linked to libfreeciv ... - Update po/POTFILES.in As far as I know there are no translateable strings in the files renamed. This is marked to depend on patch #2923, but I assume that's just an mistake. Isn't it the other way around? I will change that. ___ Reply to this item at: http://gna.org/patch/?2513 ___ Nachricht geschickt von/durch Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #2513] [lua01] rename files (preparation for lua module rework)
Update of patch #2513 (project freeciv): Dependency Removed: = patch #2923 ___ Reply to this item at: http://gna.org/patch/?2513 ___ Nachricht geschickt von/durch Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #2513] [lua01] rename files (preparation for lua module rework)
Update of patch #2513 (project freeciv): Dependency Removed: = patch #2923 ___ Reply to this item at: http://gna.org/patch/?2513 ___ Nachricht geschickt von/durch Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #2920] Dynamic road names in menus
Update of patch #2920 (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?2920 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] remove/create a player
Hello Michal, could you define that exactly you want to do that is not possible at the moment? What code changes do you use? Due to time limitations I'm not familiar with the development of longturn. Is freeciv 2.3.0 OK for games there? Or are additional patches needed? Matthias (aka syntron) Am Donnerstag, 18. August 2011, 14:04:23 schrieb Michal Mazurek: Marko pointed out some possible errors in my newcomer code. I'm trying to see how to reliably (possibly) remove and old (dead) player, and add a new one. I found this comment before server_remove_player: ./plrhand.c:1135: This function does _not_ close any connections attached to this ./plrhand.c:1136: player. The function cut_connection() is used for that. Be sure ./plrhand.c:1137: to send_player_slot_info_c() afterwards to tell clients that the ./plrhand.c:1138: player slot has become unused. Apparently there is no cut_connection() function: [13:56:ttypg][longturn@spock:~/src/freeciv-2.3:7]$ grep -r cut_connection . ./server/.svn/text-base/plrhand.c.svn-base: player. The function cut_connection() is used for that. Be sure ./server/plrhand.c: player. The function cut_connection() is used for that. Be sure Please advise, how do i gracefully possibly remove a non-ai player and add a new one, in a running game? Also, due to idlers in longturn I want to write a command to switch a player. Is just changing the player name sufficient? How about changing the nation of a player, in a running game? The reason for my commenting out the initialization code is that the api changed since 2.2. Thank you Marko for pointing it out! ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #2921] [lua] prepare for common lua script (1)
Follow-up Comment #7, patch #2921 (project freeciv): Attached is emergency fix I committed today. I don't know if this fix breaks the idea of this ticket or not, so leaving ticket open just in case further corrections are needed. Matthias? (file #13955) ___ Additional Item Attachment: File name: CallToluaServerOpen_2921.diff Size:0 KB ___ Reply to this item at: http://gna.org/patch/?2921 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] remove/create a player
On Mon, Aug 22, 2011 at 09:30:19PM +0200, Matthias Pfafferodt wrote: Hello Michal, could you define that exactly you want to do that is not possible at the moment? What code changes do you use? Due to time limitations I'm not familiar with the development of longturn. Is freeciv 2.3.0 OK for games there? Or are additional patches needed? Just two things: authentication and newcomer code. Marko warned me about the dangers of not initialising struct player properly. There is not much documentation, so i asked. I ended up copying some code from here and there, bugs will come out after usage :) The outdated comment i posted in my original message added to my fear of doing it wrong. The lua shipped with freeciv has problems with sparc64, therefore i prefer to write in C. -- Michal Mazurek ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #2917] Separate gui_rect_iterate_coord() macro
Update of patch #2917 (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?2917 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] Nightly builds
I did setup something similar to nightly builds on the opensuse build service (https://build.opensuse.org/project/monitor?project=home%3Asyntron%3Afreeciv). Besides all releases since 2.2.0 the branches S2_2 (2.2svn), S_3 (2.3.svn), trunk (2.4svn) and trunk with additional patches (2.3.99plus) are available. A nightly rebuild for the *svn packages is triggered alternatively between 2.3 and 2.4 while 2.2 is triggered only on sunday. At the moment, all packages contain only the server and the gtk2 client. 2.3svn and 2.3.99(plus) are failing for opensuse 11.4 32 bit builds due to bug #18527 (http://gna.org/bugs/?18527). If there is someone who knows how to create/define rpm spec files, the rpm could be split into different packages (server, common, gtk2/gtk3/..., devel!) and be build also for different distributions. Am Freitag, 29. Juli 2011, 10:39:18 schrieb Marko Lindqvist: I've been developing and maintaining freeciv building stuff mainly for my own use, but some stuff is now really mature and really should be used for greater good. Setting up different kind of nightly builds (probably nobody is interestedf about binaries from linux build, but we *are* interested about any compilation failures, binaries for Windows would probably have some users) should be easy task using my programs and scripts and quite a big benefit for freeciv project, but I simply don't have kind of public server to put this stuff on. So if anybody has public server (preferably debian/ubuntu) with some spare capacity to offer for freeciv continuous integration stuff, it would be just great. Meanwhile nightly build run just on my own computer and only I have access to results (I can try to setup it so that email about compilation failures are sent to freeciv-dev) - ML ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #2921] [lua] prepare for common lua script (1)
Follow-up Comment #8, patch #2921 (project freeciv): Sorry, I did only compile test the split of the big patch into small chunks. One part was to add a new file - tolua_server.pkg - which contains server only lua functions from all other tolua files. As you have found out, this file was not called ... Your patch does not break the idea of this patch but is a missing part. ___ Reply to this item at: http://gna.org/patch/?2921 ___ Nachricht geschickt von/durch Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #2924] Requirement list sanity check for local terrain terrainclass requirement
Update of patch #2924 (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?2924 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #2926] Static default ai even when loadable ai support enabled
Update of patch #2926 (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?2926 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #18535] fix health in early game (experimental ruleset)
Follow-up Comment #3, bug #18535 (project freeciv): I' not sure how the experimental ruleset is used. Personally, I'm playing a single-player game with it out of interest / to flush out bugs in the new features. It sounds like this is more or less what others are doing too. I don't know if anyone's running multiplayer games with it. Personally, I think a change like this is fine to go in the experimental ruleset mid-cycle, because it _is_ marked as experimental. It doesn't actually break existing games or invalidate existing strategies. I think I'd draw the line at changes that make it fruitless to load savegames, or changes that are so wild and frequent that they will discourage people from usign the experimental ruleset at all. (Also recall that we changed the behaviour of plague significantly during very early 2.2.x, although it wasn't in any default ruleset...) (I'm interested in what other people think, as if I get round to fixing RiverNative in the near future -- bug #16383 -- I'd like to know whether people think it should go to S2_3, the major effect being on the experimental ruleset. If some third-party non-experimental ruleset uses RiverNative, then probably not.) ___ Reply to this item at: http://gna.org/bugs/?18535 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] remove/create a player
Am Montag, 22. August 2011, 21:42:12 schrieb Michal Mazurek: On Mon, Aug 22, 2011 at 09:30:19PM +0200, Matthias Pfafferodt wrote: Hello Michal, could you define that exactly you want to do that is not possible at the moment? What code changes do you use? Due to time limitations I'm not familiar with the development of longturn. Is freeciv 2.3.0 OK for games there? Or are additional patches needed? Just two things: authentication and newcomer code. Marko warned me about the dangers of not initialising struct player properly. There is not much documentation, so i asked. I ended up copying some code from here and there, bugs will come out after usage :) The outdated comment i posted in my original message added to my fear of doing it wrong. The lua shipped with freeciv has problems with sparc64, therefore i prefer to write in C. And I did hoped to solve this problem by doing both (database backend and newcommer) in lua ... That problems do you have exactly? bug #18481? Are there other projects using lua on spac64? How do they work? ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #18546] segfault when loading an incomplete map
Update of bug #18546 (project freeciv): Category:None = general Status:None = Ready For Test Planned Release: = 2.3.1,2.4.0 ___ Follow-up Comment #1: Your map is missing one important part - the entry savefile.options. Thus, a NULL string is used in my_has_capability(), resulting in the crash. The patch adds an assert to catch this. But without the entry the scenario will not load due to more errors ... A real savegame would have helped! (file #13957) ___ Additional Item Attachment: File name: 0005-check-for-capability-string-NULL.patch Size:0 KB ___ Reply to this item at: http://gna.org/bugs/?18546 ___ Nachricht geschickt von/durch Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #18499] Science progress shows incorrect number of turns
Follow-up Comment #9, bug #18499 (project freeciv): Could you propose a change how to should be done? Perhaps write an example that should be shown in the research dialog with a short explanation. ___ Reply to this item at: http://gna.org/bugs/?18499 ___ Nachricht geschickt von/durch Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #18547] fix number of bulbs for global goal
URL: http://gna.org/bugs/?18547 Summary: fix number of bulbs for global goal Project: Freeciv Submitted by: syntron Submitted on: Mo 22 Aug 2011 22:54:29 CEST Category: client Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.3.0 Discussion Lock: Any Operating System: None Planned Release: 2.3.1,2.4.0 ___ Details: fix science dialog to show the bulbs needed till the global target and not the total number of bulbs splitted from gna bug #18499 ___ File Attachments: --- Date: Mo 22 Aug 2011 22:54:29 CEST Name: 0006-fix-science-dialog-to-show-the-bulbs-needed-till-the.patch Size: 1kB By: syntron http://gna.org/bugs/download.php?file_id=13958 ___ Reply to this item at: http://gna.org/bugs/?18547 ___ Nachricht geschickt von/durch Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #18499] Science progress shows incorrect number of turns
Follow-up Comment #10, bug #18499 (project freeciv): (comment #1:) What I'm thinking about are 18 turns for 2731 bulbs - I think it should be 18 turns for 2731-787=1944 bulbs?! fixed in bug #18547 ___ Reply to this item at: http://gna.org/bugs/?18499 ___ Nachricht geschickt von/durch Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #18549] Sanity check fails on city in swap
URL: http://gna.org/bugs/?18549 Summary: Sanity check fails on city in swap Project: Freeciv Submitted by: jorneg Submitted on: Mon Aug 22 22:00:31 2011 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: 1: At (122, 22), the terrain Ocean (nb 1) doesn't support cities, whereas Perpinyà (nb 219) is built there. 1: Por favor, informa de este mensaje a http://gna.org/projects/freeciv/ The city is near Ocean located in a Swap tile. ___ Reply to this item at: http://gna.org/bugs/?18549 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #18549] Sanity check fails on city in swap
Follow-up Comment #1, bug #18549 (project freeciv): This is with S2_3. ___ Reply to this item at: http://gna.org/bugs/?18549 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #18549] Sanity check fails on city in swap
Update of bug #18549 (project freeciv): Release: = S2_3 ___ Follow-up Comment #2: Can you attach the savegame? Which version of S2_3? 2.3.0, or head of svn? ___ Reply to this item at: http://gna.org/bugs/?18549 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #2942] Read Road names from ruleset
URL: http://gna.org/patch/?2942 Summary: Read Road names from ruleset Project: Freeciv Submitted by: cazfi Submitted on: Tue 23 Aug 2011 07:57:33 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: 2.4.0 ___ Details: This patch adds initial version of Roads -objects to rulesets. Just name of roads is read from ruleset. Patch does not contain ruleset capstr changes so that real changes are not buried in the middle of capstr stuff. Capstr should be bumped when committing this. ___ File Attachments: --- Date: Tue 23 Aug 2011 07:57:33 AM EEST Name: RulesetRoadNames.diff Size: 12kB By: cazfi http://gna.org/patch/download.php?file_id=13959 ___ Reply to this item at: http://gna.org/patch/?2942 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #18546] segfault when loading an incomplete map
Follow-up Comment #2, bug #18546 (project freeciv): The patch adds an assert to catch this Assert doesn't prevent it from crashing. Can savegame loading still easily error out in this situation? I know that it would be hard later when some data structures are already loaded and are not easily reverted, but that should not be the case when only checking capabilities. ___ Reply to this item at: http://gna.org/bugs/?18546 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev