[Freeciv-Dev] [bug #18467] Client fails to get hack access to spawned server

2011-08-22 Thread Seb

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

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[Freeciv-Dev] [bug #18467] Client fails to get hack access to spawned server

2011-08-22 Thread Seb

Follow-up Comment #3, bug #18467 (project freeciv):

If it helps, saving worked correctly in 2.1.8...

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Re: [Freeciv-Dev] [patch #2912] Update of the Filipino nation

2011-08-22 Thread patrick kelle
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?

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[Freeciv-Dev] [bug #18515] Goto lines shown incorrectly

2011-08-22 Thread Jacob Nevins

Update of bug #18515 (project freeciv):

  Status:  Ready For Test = Fixed  
 Assigned to:None = jtn
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [bug #18470] fix loading of unit orientation

2011-08-22 Thread Jacob Nevins

Update of bug #18470 (project freeciv):

  Status:  Ready For Test = Fixed  
 Assigned to:None = jtn
 Open/Closed:Open = Closed 

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Follow-up Comment #4:

Fixed with my patch for bug #18515.

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[Freeciv-Dev] [bug #18467] Client fails to get hack access to spawned server

2011-08-22 Thread Seb

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.

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[Freeciv-Dev] [bug #18546] segfault when loading an incomplete map

2011-08-22 Thread Michal Mazurek

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: 

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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





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[Freeciv-Dev] [bug #18535] fix health in early game (experimental ruleset)

2011-08-22 Thread Matthias Pfafferodt

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.

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[Freeciv-Dev] [bug #18513] Bases removed because changing terrain remain as border source, vision source

2011-08-22 Thread Matthias Pfafferodt

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.

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[Freeciv-Dev] [patch #2513] [lua01] rename files (preparation for lua module rework)

2011-08-22 Thread Matthias Pfafferodt

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.

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[Freeciv-Dev] [patch #2513] [lua01] rename files (preparation for lua module rework)

2011-08-22 Thread Matthias Pfafferodt

Update of patch #2513 (project freeciv):

  Dependency Removed: = patch #2923


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[Freeciv-Dev] [patch #2513] [lua01] rename files (preparation for lua module rework)

2011-08-22 Thread Matthias Pfafferodt

Update of patch #2513 (project freeciv):

  Dependency Removed: = patch #2923


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[Freeciv-Dev] [patch #2920] Dynamic road names in menus

2011-08-22 Thread Marko Lindqvist

Update of patch #2920 (project freeciv):

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


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Re: [Freeciv-Dev] remove/create a player

2011-08-22 Thread Matthias Pfafferodt
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!


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[Freeciv-Dev] [patch #2921] [lua] prepare for common lua script (1)

2011-08-22 Thread Marko Lindqvist

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)
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Additional Item Attachment:

File name: CallToluaServerOpen_2921.diff  Size:0 KB


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Re: [Freeciv-Dev] remove/create a player

2011-08-22 Thread 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.

-- 
Michal Mazurek

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[Freeciv-Dev] [patch #2917] Separate gui_rect_iterate_coord() macro

2011-08-22 Thread Marko Lindqvist

Update of patch #2917 (project freeciv):

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


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Re: [Freeciv-Dev] Nightly builds

2011-08-22 Thread Matthias Pfafferodt
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
 
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[Freeciv-Dev] [patch #2921] [lua] prepare for common lua script (1)

2011-08-22 Thread Matthias Pfafferodt

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.

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[Freeciv-Dev] [patch #2924] Requirement list sanity check for local terrain terrainclass requirement

2011-08-22 Thread Marko Lindqvist

Update of patch #2924 (project freeciv):

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


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[Freeciv-Dev] [patch #2926] Static default ai even when loadable ai support enabled

2011-08-22 Thread Marko Lindqvist

Update of patch #2926 (project freeciv):

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


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[Freeciv-Dev] [bug #18535] fix health in early game (experimental ruleset)

2011-08-22 Thread Jacob Nevins

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.)

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Re: [Freeciv-Dev] remove/create a player

2011-08-22 Thread Matthias Pfafferodt
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?

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[Freeciv-Dev] [bug #18546] segfault when loading an incomplete map

2011-08-22 Thread Matthias Pfafferodt

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)
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File name: 0005-check-for-capability-string-NULL.patch Size:0 KB


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[Freeciv-Dev] [bug #18499] Science progress shows incorrect number of turns

2011-08-22 Thread Matthias Pfafferodt

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.

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[Freeciv-Dev] [bug #18547] fix number of bulbs for global goal

2011-08-22 Thread Matthias Pfafferodt

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

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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



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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

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[Freeciv-Dev] [bug #18499] Science progress shows incorrect number of turns

2011-08-22 Thread Matthias Pfafferodt

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

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[Freeciv-Dev] [bug #18549] Sanity check fails on city in swap

2011-08-22 Thread Jordi Negrevernis i Font

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: 

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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.





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[Freeciv-Dev] [bug #18549] Sanity check fails on city in swap

2011-08-22 Thread Jordi Negrevernis i Font

Follow-up Comment #1, bug #18549 (project freeciv):

This is with S2_3.


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[Freeciv-Dev] [bug #18549] Sanity check fails on city in swap

2011-08-22 Thread Jacob Nevins

Update of bug #18549 (project freeciv):

 Release: = S2_3   

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Follow-up Comment #2:

Can you attach the savegame?

Which version of S2_3? 2.3.0, or head of svn?

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[Freeciv-Dev] [patch #2942] Read Road names from ruleset

2011-08-22 Thread Marko Lindqvist

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

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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.



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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

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[Freeciv-Dev] [bug #18546] segfault when loading an incomplete map

2011-08-22 Thread Marko Lindqvist

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.

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