Re: [Freeciv-Dev] Moving Longturn patches to Lua
On Mon, Nov 14, 2011 at 10:09:56AM +0100, Michal Mazurek wrote: Can i have other files than the default.lua and script.lua? I want each functionality (auth, newcomers) to be in a separate file. I added dofile(longturn.lua) to script.lua. This is what i got: 1: lua error: data/longturn/script.lua:56: attempt to call global 'dofile' (a nil value) stack traceback: data/longturn/script.lua:56: in main chunk 0: data/longturn/script.lua: could not load ruleset script. Why can't i dofile() in freeciv? The version is S2_3, I'm yet to apply the svn revisions Matthias said I should -- Michal Mazurek ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] Moving Longturn patches to Lua
On Mon, Nov 14, 2011 at 09:40:51PM +0100, Matthias Pfafferodt wrote: missed an important thing: The needed patches are only in S2_4 and trunk; you have to pick svn20274- sv20277 and svn20286-svn20296. These patches do not change the network interface. Thus, they should be easily be backported to S2_3. I have trouble applying those revisions. This is what i do: [11:17:ttyp9][dude@hopek:~:3]$ cat /tmp/diff git svn log -p -r 20274 /tmp/lua/20274 git svn log -p -r 20275 /tmp/lua/20275 git svn log -p -r 20276 /tmp/lua/20276 git svn log -p -r 20277 /tmp/lua/20277 git svn log -p -r 20286 /tmp/lua/20286 git svn log -p -r 20287 /tmp/lua/20287 git svn log -p -r 20288 /tmp/lua/20288 git svn log -p -r 20289 /tmp/lua/20289 git svn log -p -r 20290 /tmp/lua/20290 git svn log -p -r 20291 /tmp/lua/20291 git svn log -p -r 20292 /tmp/lua/20292 git svn log -p -r 20293 /tmp/lua/20293 git svn log -p -r 20294 /tmp/lua/20294 git svn log -p -r 20295 /tmp/lua/20295 git svn log -p -r 20296 /tmp/lua/20296 Run this script after 'git checkout master' Run 'git checkout S2_3-lua' which is a branch i created from the remotes/S2_3 branch. Try to apply the first revision: [11:18:ttyp6][dude@hopek:~/src/freeciv:65]$ patch -p1 /tmp/lua/20274 Get many errors: [lots of output] Hunk #1 failed at 0. 1 out of 1 hunks failed--saving rejects to server/scripting/api_actions.c.rej Hmm... The next patch looks like a unified diff to me... The text leading up to this was: -- |diff --git a/server/scripting/api_actions.h b/server/scripting/api_actions.h |deleted file mode 100644 |index 871038a..000 |--- a/server/scripting/api_actions.h |+++ /dev/null -- Patching file server/scripting/api_actions.h using Plan A... Empty context always matches. Hunk #1 failed at 0. 1 out of 1 hunks failed--saving rejects to server/scripting/api_actions.h.rej Hmm... The next patch looks like a unified diff to me... The text leading up to this was: -- |diff --git a/server/scripting/api_auth.c b/server/scripting/api_auth.c |deleted file mode 100644 |index df568f5..000 |--- a/server/scripting/api_auth.c |+++ /dev/null -- File to patch: I kill it after this, since it waits for some input. Some chunks succeed, some fail. I use OpenBSD's patch, not GNU patch, if that matters. This is `git stat` after trying to apply the first diff: [11:22:ttyp6][dude@hopek:~/src/freeciv:67]$ git stat # On branch S2_3-lua # Changes not staged for commit: # (use git add file... to update what will be committed) # (use git checkout -- file... to discard changes in working directory) # # modified: common/Makefile.am # modified: configure.ac # modified: manual/Makefile.am # modified: server/auth.c # modified: server/citytools.c # modified: server/cityturn.c # modified: server/diplhand.c # # Untracked files: # (use git add file... to include in what will be committed) # # common/scriptcore/ no changes added to commit (use git add and/or git commit -a) What is curious, is that previous commits are empty: [11:24:ttyp6][dude@hopek:~/src/freeciv:76]$ git svn log -p -r 20273 [11:25:ttyp6][dude@hopek:~/src/freeciv:77]$ git svn log -p -r 20272 r20271 fixes some bug in the client so it is not relevant. -- Michal Mazurek ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #19001] Client crash when planning goto for immobile unit
URL: http://gna.org/bugs/?19001 Summary: Client crash when planning goto for immobile unit Project: Freeciv Submitted by: cazfi Submitted on: Tue 15 Nov 2011 04:19:19 PM EET Category: client Severity: 3 - Normal Priority: 5 - Normal Status: Ready For Test Assigned to: None Originator Email: Open/Closed: Open Release: Discussion Lock: Any Operating System: None Planned Release: 2.2.8, 2.3.1, 2.4.0, 2.5.0 ___ Details: Client divides by zero if one tries to plan goto for unit with move_rate 0. Fix attached. ___ File Attachments: --- Date: Tue 15 Nov 2011 04:19:19 PM EET Name: ImmobileFix.diff Size: 551B By: cazfi http://gna.org/bugs/download.php?file_id=14557 ___ Reply to this item at: http://gna.org/bugs/?19001 ___ 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 #18922] Server address binding fails
Follow-up Comment #12, bug #18922 (project freeciv): I've retested things and came to conclusion that it's indeed malloc-calloc change that's essential for making things work. One would assume that *either* of your changes would fix the problem in your particular case (either zeroing structure beforehand, or copying zeroes there) and memcpy() change would fix this in general case (when zeroes are not the correct pattern to fill) On the other hand, doing memcpy with a different length than ai_addrlen doesn't seem to make sense - after all, that parameter is for this purpose exactly. Well, one should not memcpy() more than fits to target. Size of the target should never be smaller than ai_addrlen so this MIN() is just safeguard against programming errors from corrupting memory. But it has an error, it should be size of target, not size of pointer to target. ___ Reply to this item at: http://gna.org/bugs/?18922 ___ 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 #18776] /remove perhaps faulty
Follow-up Comment #19, bug #18776 (project freeciv): The allocated table is not always of constant size: +verbose+ int lines = player_count()/32 + 1; --- ./player.c:640: int player_count(void) ./player.c:641: { ./player.c:642: return player_slots.used_slots; ./player.c:643: } +verbose+ Should this be MAX_NUM_PLAYERS? This part is really perplexing: +verbose+ 2782 known[l * MAP_INDEX_SIZE + tile_index(ptile)] 2783 |= (1u (p - l * 8)); -verbose- Suppose there is a player with index 60. p = 60, l = 1. (p - l * 8) = (60 - 8) = 52. 1 52 bits is more than an int can handle. I added these lines: +verbose+ 2779 fprintf(stderr, save: size of known: %dn, lines * MAP_INDEX_SIZE * sizeof(*known)); 2780 fprintf(stderr, save: known index: %dn, l * MAP_INDEX_SIZE + tile_index(ptile)); --- save: size of known: 336960 save: known index: 86016 Segmentation fault (core dumped) -verbose- 336960/4 = 84240. I don't really understand what this code does, especially the SAVE_MAP_CHAR so I didn't attempt to fix it. Will this code work, if there are two players with indexes 0 and 125? ___ Reply to this item at: http://gna.org/bugs/?18776 ___ 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 #3056] Requirement vector for roads
URL: http://gna.org/patch/?3056 Summary: Requirement vector for roads Project: Freeciv Submitted by: cazfi Submitted on: Tue 15 Nov 2011 04:43:00 PM EET Category: general Priority: 5 - Normal Status: None Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: 2.5.0 ___ Details: This adds configurable requirement vector for road building replacing most hardcoded requirements. Roads can still be completely disabled for certain terrain types in their definitions, and no road type can be built on river tiles before teh with Bridge -flag has been researched. Tech flag Railroad has been retired. ___ File Attachments: --- Date: Tue 15 Nov 2011 04:43:01 PM EET Name: RoadGenReqs.diff Size: 23kB By: cazfi http://gna.org/patch/download.php?file_id=14558 ___ Reply to this item at: http://gna.org/patch/?3056 ___ 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 #3056] Requirement vector for roads
Update of patch #3056 (project freeciv): Depends on: = patch #3055 ___ Reply to this item at: http://gna.org/patch/?3056 ___ 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 #18781] /save - strips everything from dot to eol
Follow-up Comment #2, bug #18781 (project freeciv): I don't understand how this helps with security. Is it supposed to prevent escaping from a save directory? ___ Reply to this item at: http://gna.org/bugs/?18781 ___ 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 #18843] The setting 'trading_city' can't be modified after the game has started.
Follow-up Comment #2, bug #18843 (project freeciv): I think the admin with access to the console should be able to change everything that is possible to be changed. I mean Freeciv is open source, a cheating admin can always change one flag and be able to change trading_city. ___ Reply to this item at: http://gna.org/bugs/?18843 ___ 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 #18781] /save - strips everything from dot to eol
Follow-up Comment #3, bug #18781 (project freeciv): For normal users it is OK if the savegame is saved in the standard dirs I don't think this report has anything to do with directories. It's security feature that you cannot escape from savedirs, but this seem like everything after dot is considered part of suffix. It's correct to strip .sav, .sav.gz, .sav.bz2, or .sav.xz as those are again added by the actual saving functions, but .necomer should not be stripped. ___ Reply to this item at: http://gna.org/bugs/?18781 ___ 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] Moving Longturn patches to Lua
Am Dienstag, 15. November 2011, 10:59:47 schrieb Michal Mazurek: On Mon, Nov 14, 2011 at 10:09:56AM +0100, Michal Mazurek wrote: Can i have other files than the default.lua and script.lua? I want each functionality (auth, newcomers) to be in a separate file. I added dofile(longturn.lua) to script.lua. This is what i got: 1: lua error: data/longturn/script.lua:56: attempt to call global 'dofile' (a nil value) stack traceback: data/longturn/script.lua:56: in main chunk 0: data/longturn/script.lua: could not load ruleset script. Why can't i dofile() in freeciv? The usage of such commands is restricted due to security implications. You can not load a lua file! Only default.lua and script.lua are read. Or you have to use the command 'lua file ...' (I think it is named luafile in S2_3). The version is S2_3, I'm yet to apply the svn revisions Matthias said I should This will not help for the problem you describe above as the handling of these functions did not change. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3043] Comparisons trait_end() - != trait_end()
Update of patch #3043 (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?3043 ___ 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] Moving Longturn patches to Lua
On Tue, Nov 15, 2011 at 06:27:31PM +0100, Matthias Pfafferodt wrote: Am Dienstag, 15. November 2011, 10:59:47 schrieb Michal Mazurek: On Mon, Nov 14, 2011 at 10:09:56AM +0100, Michal Mazurek wrote: Can i have other files than the default.lua and script.lua? I want each functionality (auth, newcomers) to be in a separate file. I added dofile(longturn.lua) to script.lua. This is what i got: 1: lua error: data/longturn/script.lua:56: attempt to call global 'dofile' (a nil value) stack traceback: data/longturn/script.lua:56: in main chunk 0: data/longturn/script.lua: could not load ruleset script. Why can't i dofile() in freeciv? The usage of such commands is restricted due to security implications. You can not load a lua file! Only default.lua and script.lua are read. Or you have to use the command 'lua file ...' (I think it is named luafile in S2_3). In S2_3 there is only lua that executes a line of lua code. There is no functionality to load a file, I'll try to backport it to my repo tomorrow. Frankly, I dont understand how that helps with security. If you are the administrator you can do anything anyway, so why restrict yourself? Could you please provide a scenario when dofile can lead to something nasty? -- Michal Mazurek ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] Moving Longturn patches to Lua
Why can't i dofile() in freeciv? The usage of such commands is restricted due to security implications. You can not load a lua file! Only default.lua and script.lua are read. Or you have to use the command 'lua file ...' (I think it is named luafile in S2_3). In S2_3 there is only lua that executes a line of lua code. There is no functionality to load a file, I'll try to backport it to my repo tomorrow. Frankly, I dont understand how that helps with security. If you are the administrator you can do anything anyway, so why restrict yourself? Could you please provide a scenario when dofile can lead to something nasty? This restriction is a long time thing for freeciv. This prevents bad script from doing nasty things, or do you check all scripts you run (new rulesets, etc)? Also, not everybody who runs a server is an admin and knows what can happen if there is something hidden in a script file. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] Moving Longturn patches to Lua
Am Dienstag, 15. November 2011, 11:26:49 schrieb Michal Mazurek: On Mon, Nov 14, 2011 at 09:40:51PM +0100, Matthias Pfafferodt wrote: missed an important thing: The needed patches are only in S2_4 and trunk; you have to pick svn20274- sv20277 and svn20286-svn20296. These patches do not change the network interface. Thus, they should be easily be backported to S2_3. I have trouble applying those revisions. This is what i do: [11:17:ttyp9][dude@hopek:~:3]$ cat /tmp/diff git svn log -p -r 20274 /tmp/lua/20274 git svn log -p -r 20275 /tmp/lua/20275 git svn log -p -r 20276 /tmp/lua/20276 git svn log -p -r 20277 /tmp/lua/20277 git svn log -p -r 20286 /tmp/lua/20286 git svn log -p -r 20287 /tmp/lua/20287 git svn log -p -r 20288 /tmp/lua/20288 git svn log -p -r 20289 /tmp/lua/20289 git svn log -p -r 20290 /tmp/lua/20290 git svn log -p -r 20291 /tmp/lua/20291 git svn log -p -r 20292 /tmp/lua/20292 git svn log -p -r 20293 /tmp/lua/20293 git svn log -p -r 20294 /tmp/lua/20294 git svn log -p -r 20295 /tmp/lua/20295 git svn log -p -r 20296 /tmp/lua/20296 Run this script after 'git checkout master' Run 'git checkout S2_3-lua' which is a branch i created from the remotes/S2_3 branch. Try to apply the first revision: [11:18:ttyp6][dude@hopek:~/src/freeciv:65]$ patch -p1 /tmp/lua/20274 Get many errors: [lots of output] Hunk #1 failed at 0. 1 out of 1 hunks failed--saving rejects to Yes; I did a check and due to the changes in trunk these patches do not apply anymore. I will try to create a patch set which can be used on top of the longturn branch. I will use the lt.diff from 29. October as a starting point. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] Moving Longturn patches to Lua
On Tue, Nov 15, 2011 at 07:11:10PM +0100, Matthias Pfafferodt wrote: In S2_3 there is only lua that executes a line of lua code. There is no functionality to load a file, I'll try to backport it to my repo tomorrow. Frankly, I dont understand how that helps with security. If you are the administrator you can do anything anyway, so why restrict yourself? Could you please provide a scenario when dofile can lead to something nasty? This restriction is a long time thing for freeciv. This prevents bad script from doing nasty things, or do you check all scripts you run (new rulesets, etc)? Also, not everybody who runs a server is an admin and knows what can happen if there is something hidden in a script file. I still don't get it. Where does the included nasty code come from in the first place? Or differently: why do you assume script.lua is ok, while something that's included is not? From what I understand, this restriction is so that a ruleset I download from dubious sources does not, from it's script.lua, run a file i already have on my filesystem, that's nasty. Even though it could just contain it, instead of dofileing it in the first place. dofile in lua is just like #include in c. I really see no harm in allowing it. -- Michal Mazurek ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] Moving Longturn patches to Lua
On 15 November 2011 21:52, Michal Mazurek akf...@jasminek.net wrote: a ruleset I download from dubious sources does not, from it's script.lua, run a file i already have on my filesystem, that's nasty. Even though it could just contain it, You consider all files already in your system something that everyone should be allowed to read/use? It could hardly contain something that its author does not know contents of. Not that I can come up with any real attack scenario offhand, but better to be safe than sorry. - ML ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] Moving Longturn patches to Lua
On 15 November 2011 22:48, Matthias Pfafferodt matthias.pfaffer...@mapfa.de wrote: If you plan to continue to support S2_3, I think it would be easier to rebase all longturn patches to S2_4 and do one patch which changes the network protocol to be compatible to S2_3. ... I attached a file with the diff between S2_3 and S2_4 for packets.def. Most of the work to be done is to remove S2_4 features. The hardest part is the transmission of the veteran ruleset definitions (IMHO). Please note that there's more to network compatibility than packets.def changes. While it lists all the packet fields there is in the network protocol, legal ranges of those values can change outside it, and even meaning of any single value (for example when value is removed from the middle of enum) can change. - ML ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3049] gui_interface.[ch]
Update of patch #3049 (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?3049 ___ 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] Moving Longturn patches to Lua
On Tue, Nov 15, 2011 at 10:11:58PM +0200, Marko Lindqvist wrote: On 15 November 2011 21:52, Michal Mazurek akf...@jasminek.net wrote: a ruleset I download from dubious sources does not, from it's script.lua, run a file i already have on my filesystem, that's nasty. Even though it could just contain it, You consider all files already in your system something that everyone should be allowed to read/use? It could hardly contain something that its author does not know contents of. Not that I can come up with any real attack scenario offhand, but better to be safe than sorry. Can there at least be a GNU-style flag like --allow-lua-dofile? -- Michal Mazurek ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #18776] /remove perhaps faulty
Follow-up Comment #20, bug #18776 (project freeciv): Thanks for the analyses! Could you test the attached patch? It does not use player_count() but a new function player_slot_max_used_number() which returns the highest used player slot index. Thus, there should be enough memory be allocated. (file #14560) ___ Additional Item Attachment: File name: 0002-fix-known-map-in-savegame2.patch Size:2 KB ___ Reply to this item at: http://gna.org/bugs/?18776 ___ 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] Optimizing /save (I failed)
My sparc64 502mhz is taking 4 minutes now to /save a game. I tried poor mans optimization and inlined a couple of functions. I tested it on a 8x3400mhz intel i7. The test .serv was loading the game, and saving it 10 times. I managed to only go down to 11.76 from 13.56 seconds, that's not very much. Most of the time is spent doing real stuff, so i guess 500mhz is not adequate to run games with max map. About 5 seconds of that time is just starting the server and loading the map. The function tile_index is called 495681563 times, I cant see how this can be cut down. sg_save_player_vision is called 370 times and takes most time, 12%. But it seems to be doing real stuff, also hard to cut down. And even if it is cut down, it's still only 12%. A decent computer saves the game rather fast, so I just guess my computer is just too old to run longturn games. However, I think that inlining functions like: int player_slot_count(void) { return (MAX_NUM_PLAYER_SLOTS); } would actually not only be faster, but also take less space. -- Michal Mazurek ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #19004] Messages generated at LOG_NORMAL when using optional network capabilities
URL: http://gna.org/bugs/?19004 Summary: Messages generated at LOG_NORMAL when using optional network capabilities Project: Freeciv Submitted by: jtn Submitted on: Wed Nov 16 01:06:17 2011 Category: general Severity: 2 - Minor Priority: 5 - Normal Status: In Progress Assigned to: jtn Originator Email: Open/Closed: Open Release: Discussion Lock: Any Operating System: Any Planned Release: 2.3.1,2.4.0,2.5.0 ___ Details: Discovered in bug #18687: Patch #1404 (accidentally?) turned on logging of packet variants. This uses log_test(), which boils down to log_normal(). So when an optional network capability is brought into use (as in bug #18687), both client and server start chatting about it. Variant logging seems like a useful thing to have by default. The attached patch makes it use the same log level as other packet logging (log_packet() = log_verbose()). ___ Reply to this item at: http://gna.org/bugs/?19004 ___ 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 #19004] Messages generated at LOG_NORMAL when using optional network capabilities
Update of bug #19004 (project freeciv): Status: In Progress = Ready For Test Release: = 2.3.0 ___ Additional Item Attachment: File name: trunk-S2_4-S2_3-chatty-variant.diff Size:0 KB ___ Reply to this item at: http://gna.org/bugs/?19004 ___ 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 #18687] Server timeouts 60 hours do not cause client update
Follow-up Comment #10, bug #18687 (project freeciv): (Chattiness raised separately as bug #19004.) ___ Reply to this item at: http://gna.org/bugs/?18687 ___ 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 #18993] Bug in swiss.ruleset?
Follow-up Comment #1, bug #18993 (project freeciv): The flag name in the nation ruleset corresponds to a name in data/misc/{flags,flags-large}.spec, not the flag filename (the mapping to real filenames is in the flags spec files). So I don't think this is a bug. (Plus, I checked and the Swiss flag is being displayed OK.) ___ Reply to this item at: http://gna.org/bugs/?18993 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev