Frequent crash

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ElvenProgrammer
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Frequent crash

Post by ElvenProgrammer » Sat Jun 25, 2005 5:42 pm

I guess after removing the ghosts bug we introduced a new one since people is experiencing frequent crashesh with this backtrace:

Code: Select all

Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread 1081790752 (LWP 21961)]
Being::isMonster (this=0x79) at being.cpp:371
371         return job > 200;
(gdb) bt
#0  Being::isMonster (this=0x79) at being.cpp:371
#1  0x080a93c1 in do_input () at game.cpp:598
#2  0x080a8641 in game () at game.cpp:140
#3  0x080b0302 in main (argc=1, argv=0x79) at main.cpp:396
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Sull
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Post by Sull » Sun Jun 26, 2005 12:39 am

well me and someone else got the same error
(gdb) run
Starting program: /home/sull/tmw/tmwinstall/bin/tmw

Program received signal SIGSEGV, Segmentation fault.
Being::isMonster (this=0x87) at being.cpp:371
371 return job > 200;
(gdb) where
#0 Being::isMonster (this=0x87) at being.cpp:371
#1 0x080b59f4 in do_input () at game.cpp:598
#2 0x080ba451 in game () at game.cpp:140
#3 0x080be299 in main (argc=1, argv=0x87) at main.cpp:396
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Sull
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Post by Sull » Sun Jun 26, 2005 1:03 am

well as Momotaro found,doing a lot of event at the same time crash the client.

ex:click many time no where,move ,hold control randomly,and bang it crash.

EDIT
using left mouse trigger + ctrl key crash the game,not the others one

other ppl could confirm this?
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Post by treo » Sun Jun 26, 2005 12:31 pm

Well it crashed the game in 1/4 tests, the first test was without gdb so I can't give a backtrace, and I also can't reproduce it anymore.

I use the last CVS Version wit OpenGL on Debian
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Pajarico
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Post by Pajarico » Sun Jun 26, 2005 3:39 pm

I can't reproduce it.

Last CVS, no opengl, gentoo, gcc 3.4.3
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Bjørn
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Post by Bjørn » Mon Jun 27, 2005 1:36 am

I fixed the specific crash Elven Programmer mentions, where the problem was attack() being called with any of 8 directions since recently while it was assuming only to be called with 4 directions.

I've just made sure the pointer is initialized to NULL now, but we should also either make sure to only call the function with 4 directions or fix the function to handle 8. Personally I think we shouldn't do diagonal attacking, as with 4 sprite directions were are unable to show it anyway.
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Rotonen
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Post by Rotonen » Tue Jun 28, 2005 1:42 am

At least at this point we have 4 directions, but who knows what the final solution will be. We should plan ahead more.. :)
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Post by ElvenProgrammer » Tue Jun 28, 2005 6:41 am

I guess we will never see the finish line if we choose 8 directions, it will take a month only for a new equipment.
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Post by Rotonen » Tue Jun 28, 2005 12:08 pm

I'm not in a hurry.. :roll:

But we should at least see how it all behaves under four directions first before going diagonal.
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