Page 1 of 1
					
				Frequent crash
				Posted: 25 Jun 2005, 16:42
				by ElvenProgrammer
				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
 
			 
			
					
				.
				Posted: 25 Jun 2005, 23:39
				by Sull
				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
 
			 
			
					
				.
				Posted: 26 Jun 2005, 00:03
				by Sull
				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?
			 
			
					
				
				Posted: 26 Jun 2005, 11:31
				by treo
				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
			 
			
					
				
				Posted: 26 Jun 2005, 14:39
				by Pajarico
				I can't reproduce it.
Last CVS, no opengl, gentoo, gcc 3.4.3
			 
			
					
				
				Posted: 27 Jun 2005, 00:36
				by Bjørn
				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.
			 
			
					
				
				Posted: 28 Jun 2005, 00:42
				by Rotonen
				At least at this point we have 4 directions, but who knows what the final solution will be. We should plan ahead more.. 

 
			 
			
					
				
				Posted: 28 Jun 2005, 05:41
				by ElvenProgrammer
				I guess we will never see the finish line if we choose 8 directions, it will take a month only for a new equipment.
			 
			
					
				
				Posted: 28 Jun 2005, 11:08
				by Rotonen
				I'm not in a hurry.. 
But we should at least see how it all behaves under four directions first before going diagonal.