Updated bug status
git-svn-id: svn://svn.code.sf.net/p/sc2/code/trunk@256 8092fc87-c524-0410-9efc-e669fe64eaf9
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IMPORTANT!
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Before sending new bug reports, read the TODO file, Changelog file,
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and this file. Do not report a bug that has already been reported.
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Time we spend on reading duplicate bug reports could have been spent
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on fixing them. Also note that these files are changed when new bugs
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are found, so if you haven't read them for a while, please do so before
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reporting a bug.
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Don't expect a reply on your bug reports. Though we do appreciate them, it
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would take too much time to reply to them all. All bugs will be noted
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and addressed in time.
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The TODO file contains verified bugs.
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The Changelog file contains issues fixed since the last release.
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This file contains issues that need further inspection before deciding
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it's a bug.
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Some general comments:
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- Keyboard problems are very likely caused by your keyboard. Not all
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keyboards accept all combinations. Results may be that the new key is
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ignored, or the old key is seen as released (or both).
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The original PC sc2 had a key jamming program so you could test which
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combinations had problems. We intend to bring back in some form
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a key configurationg program and some key jammer (possibly the same
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program).
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The only keyboard I know that can accept every key at the same time being
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pressed are is an old BTC type. For typing it wasn't really that good
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though IMHO. [Meep-Eep]
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The bugs reported but not yet verified:
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- "If you win a Melee, and then are blown up (by, say, an asteroid with only 1
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crew left), the sound loops 'till the game is quit. It still functions, it
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just has the last 3-or-so seconds after the melee ended repeating over and
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over in the background."
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- "minor graphic glitch around fwiffo's eye"
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- "minor sound glitch when fighting the sylandro probe the lightning bolts it
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uses sounds like lightning on planets"
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- "Whenever i'm in autopilot mode in hyperspace and i enter into combat with
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the slylandro, the combat moves at the fastest speed possible"
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- melee: "some times the bottom ships portrait appears on opposite side of
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the screen"
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- "I've tried using 2xSaI and Super2xSaI and neither of them work. Maybe I
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was configuring something incorrectly, but from what I've read (and
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experimented with in other SDL programs) it should have worked. I set UQM
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to 640x480, 16bpp, SDL (not OGL), --scale=sai && --scale=supersai. It
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always came back with no filtering."
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- "After visiting all the rainbow worlds and getting the new melnorme
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technology (enhancing your planet lander) you aren't able to land on
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planets anymore. As soon as your lander hits the surface, it takes off
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again, as if a key was stuck down (which I checked for, of course..). I'm
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sure this is just a minor problem in the lander code, but it does need to
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be fixed for sure."
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- "When getting the planetary reports on the surface (at least with the Moon
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starbase in the beginning), when changing pages at the '(more)' prompt, the
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periods are not erased, though everything else is, leaving highlighted
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pixels around the text are."
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- "Have the speech voices turned down? I noticed that even you have the speech
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voices off, it playes them and it takes a while until it has, how would I
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say it, "spoken" the speeches. Pretty annoying especially when you don't
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have the speeches on to just wait for an eternity for the conversation to
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stop. You notice this also by pressing space immidiately whent the Ur-Quan
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Drone pops up to bother you."
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- "another difference or bug vs. pc version, the sun
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in all the large stars e.g. alpha centauri is too small"
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- "The fuel range calculator on the starmap does not work correctly. If you
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set course for a system that apears in range, you will run out of fuel
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before you get there. "
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- "i was at autopilot, and just saved the game.
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after quitting the game and reloading to save, it continues to fly to
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sol(the location I have set to auto pilot) only it flies like it flies
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right, instead of down. probably the flagship images prob"
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- Activating Portal scanner sounds the 'device failed' sound.
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- "For some odd reason, the new graphical menus are constantly freezing on
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me. I've played 15 times so far. 10 times it froze while I was trying to
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use the menu (in regular, Bilateral, and Sai graphics modes), once while I
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was landing on a planet (Bilateral), once when talking to Fwiffo
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(Bilateral), once while leaving a planet (Bilateral), and twice as soon as
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I pressed the thrust key upon starting the game (only times I ever used
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SuperSai)." (slow computer)
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- "The laser beam for the Arilou ship should be white (I think) but it is
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displayed as yellow in UQM."
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@@ -10,8 +10,12 @@ Serious bugs (crash the game, high priority):
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- Communication screens nonrepeatably but inevitably hang the system. This
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is probably a deadlock issue.
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- Often more probable when heavy color table transformations are going on
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- Occasional lockups when entering a star system
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(only happens when using autopilot?)
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- Load/save code doesn't work perfectly, hangs sometimes when after loading
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trying to enter some star first time etc
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- In OpenGL mode on Windows lockups frequently occur when entering a
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star system. Sometimes, no lockup occurs, but the graphics are messed up
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(doesn't draw background so leaves trails, etc).
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- This appears to occur more frequently when autopilot is on.
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- Could be related to load/save code too
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Glitches (don't crash the game, medium priority):
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@@ -68,16 +72,25 @@ Glitches (don't crash the game, medium priority):
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- Melee menu's 5x5 ship selection grid doesn't show up always
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- On win32, works with release build, not debug
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- On linux, works with SDL_mixer, not OpenAL
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- When entering to star system, graphics might go wild
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(doesn't draw background so leaves trails, etc)
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- Currently some sound effects are perhaps from PC version.. 3DO ones should be
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extracted to check/fix this
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- When saving game in the Outfit Starship menu is done, and game goes
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back to the outfit, screen doesn't reset itself
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- Probably happens on some other situations too
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- After saving the game, the screen is not always redrawn
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- outfit starship
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- orbit around planet
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- possibly other situations
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- Team names are switched when selecting next ship to fight with.
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- Druuge speech file 'druuge011.ogg' contains earlier bad take.
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(save original sample for posterity).
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- Captains portraits in melee aren't updated after a battle.
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- Win32 version runs a bit faster than it should, due to some problems
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with timer accuracies
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- Missing earth missing surface map.
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eartmap.ani wasn't in the 3DO release. So how was it handled there?
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- precursor ships' crew count is misplaced in melee (SAFE_Y)
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- Dialog choices sometimes exceed the rectangle they're supposed to be
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bounded by. (SAFE_X?)
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- keys are always referenced as gamepad buttons ("Press (B) to exit")
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- lander speed varies per computer
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Implementation bugs (low priority):
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- Scaling code problems:
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@@ -101,21 +114,33 @@ Stuff still to do (large):
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- 3d planet view when entering orbit
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- some packaging system for resources. zlib looks like something
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which is suitable for this.
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Addition: Physfs looks just what we want: http://icculus.org/physfs/
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- reconcile all of the differences between the voice (3DO) script and the
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text script, then do it all again for the PC version. This will involve
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extensive poking around the 3DO game to make sure that the Human Captain's
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lines are all correct, too.
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- Match timing between subtitles and speech clips
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- also, currently the subtitles sometimes overlap
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- Intro and end credits (both 3DO and PC version ones)
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- add an install program (in particularly for Windows).
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How to handle the libraries?
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- Configuration and saved games should be written at ~/.sc/ for example, so that
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game can be installed globally for many users.
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- Configuration and saved games should be written at ~/.sc/ for example, so
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that game can be installed globally for many users.
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- new resource system. This should enable us to fix a lot of conversation
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bugs, such as:
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- Melnorme conversation Will repeat the same sentence 3 times.
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(because of numbers to be inserted).
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- In the dialog with the commander, your and the commanders sentences are
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mixed up in some places.
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- The Mycons can actually say "Bye sun device"
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Stuff still to do (medium size):
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- oscilloscope
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- loading teams in melee
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- pixel-perfect collision checks
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Currently bounding boxes are used for checks, causing (among others)
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Spathi and Mycon to frequently hit themselves, and making the Sa-Matra
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indestructable.
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- remove libtool dependancy
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This will probably mean the empty dummy.c files can be removed too.
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(note that src/sc2code/dummy.c DOES contain data)
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@@ -139,14 +164,15 @@ Stuff still to do (small):
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There are at the moment 3 systems: int16, DWORD, and Sint16.
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I suggest we keep int16, as 'word' is confusing. Sint16 is an SDL define
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and should only be used in SDL calls.
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- Kohr-Ah FRIED colour is blue on 3DO (and currently UQM), while red on PC.
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(add switch?)
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- '-T 0' option to turn speech off doesn't work when using SDL_mixer.
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Questions:
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- remove src/sc2code/test.c?
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- Is there some way to automatically do CRLF translations on commits,
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with the -t and -f options in cvswrapper disabled by sourceforge?
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- What is the displist stuff for? Is it needed at all?
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- are there still threads killing themselves instead of just exiting?
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Answer: "find . -name \*.c | xargs grep Killthread" says "no."
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- w_memlib used (now commented out) MS Windows functions to show messages
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when memory couldn't be allocated. If we want to have those return, some
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work will have to be done. If not, there's some dead code to remove.
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