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fuzzing: Use `wasm-encoder` rather than generating WAT text and then assembling it in dummy imports
In bytecodealliance/wasmtime#2497 (comment) we added support for generating nested modules, and we generate these modules by concatenating strings of WAT and then passing it to Module::new which internally checks for WAT strings and assembles them into Wasm bytes if necessary.
We can make this more efficient, improving the number of test cases we fuzz in a
Related to metering wasm3/wasm3#127 and being able to run a set number of instructions, I'd like to be able to serialize a paused interpreter's state and deserialize it to a new interpreter instance; very roughly,
const interp = new wasm3.Interpreter(module);
interp.interpretNInstructions(100);
const interpState = interp.serializeState();
const interp2 = wasm3.In
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Version of OpenTTD
12.1, Linux
Expected result
When vehicle is manually stopped by player (either due to aesthetic purposes like first locomotive statue, or as timetable holder, or spare cars holder), its age should not bother - it affect only running vehicles.
It can be easily fixed by changing vehicle.cpp line:
` /* Don't warn about non-primary or not ours vehicles or vehicles tha
I discovered that setting the Java option -XX:MaxDirectMemorySize is effective at limiting the game's seemingly limitless hunger for memory outside the Java heap. I don't know what heuristic it uses by default, but my processes were regularly multiple gigabytes larger than Xmx led me to believe they should be. (As measured by looking at the process in Linux and noting its Resident Set Size o
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The virtio_scsi driver enqueues buffers to the eventq but does not actually handle them on completion. The following events could be reported to the driver which require some action to be taken:
- transport reset: This may occur as a result of hotplug events or a device being reset. Sense codes cannot be relied on when new devices or busses appear, so this event needs to be handled.
- asynchro
the save name that is prefilled from the player species name doesn't update when the name is updated in the editor and the player directly goes to the pause menu (or at least the randomize button doesn't work like that).
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This would allow site-managed generators to be written in more than C++. We already store known extensions in the Executor classes.
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Now that we have the
checklocksanalyzer, we should annotate values that are lock-protected with an appropriatechecklocksattribute.