[Freeciv-Dev] [bug #19159] assertion 'id >= 0 && id < game.control.num_road_types' failed

2012-02-17 Thread Marko Lindqvist
Update of bug #19159 (project freeciv):

  Status:None => Fixed  
 Assigned to:None => cazfi  
 Open/Closed:Open => Closed 

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Follow-up Comment #3:

Underlining problem is the same with this and bug #19642. Changes in code have
just made it to manifest itself in a different way. I'm not entirely sure if
these two bugs should be marked as duplicates. OTOH one could see this
particular case as another already fixed bug.

My theory is that this bug report was made back when road_type_iterate()
checked all roads up to ROAD_LAST. Now it checks up to
game.control.num_road_types. At the time this code gets called,
game.control.num_road_types = 0 < ROAD_LAST leading to failed assertion when
handling iterated items.

So, I now consider this particular bug fixed since iteration checks
future-compatible way against number of really defined roads and not maximum
number of roads.

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[Freeciv-Dev] [bug #19159] assertion 'id >= 0 && id < game.control.num_road_types' failed

2012-02-16 Thread Jacob Nevins
Follow-up Comment #2, bug #19159 (project freeciv):

...although since roads/railroads now aren't being loaded at all (bug #19462),
perhaps that's driven this bug into hiding, so I sha'n't close it just yet.

(This may have been the case already; can't easily check due to segfault.)

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[Freeciv-Dev] [bug #19159] assertion 'id >= 0 && id < game.control.num_road_types' failed

2012-02-16 Thread Jacob Nevins
Follow-up Comment #1, bug #19159 (project freeciv):

This seems to have gone away as of bug #19426.

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[Freeciv-Dev] [bug #19159] assertion 'id >= 0 && id < game.control.num_road_types' failed

2011-12-09 Thread Jacob Nevins

Update of bug #19159 (project freeciv):

 Summary: assertion 'id >= 0 && id < game.control.num
_road_types' failed => assertion 'id >= 0 && id < game.control.num_road_types'
failed


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