Follow-up Comment #3, bug #22230 (project freeciv):

Here's a similar backtrace in the pathfinding code:

#0  0x00000000004ce912 in aiferry_find_boat (ait=ait@entry=0x8c2980
<ai_types>, punit=punit@entry=0x24e3660,
    cap=cap@entry=1, path=path@entry=0x0) at aiferry.c:555
        radius = <optimized out>
        _MY_pf_map_ = 0x289ba80
        pos = {tile = 0x7c, turn = 38680160, moves_left = 0, fuel_left = 35,
total_MC = 0, total_EC = 239839072,
          dir_to_next_pos = 32592, dir_to_here = 800}
        best_turns = 1000000000
        best_id = 0
        param = {start_tile = 0x2bffa38, moves_left_initially = 3,
fuel_left_initially = 1, move_rate = 3, fuel = 1,
          owner = 0x1e43f50, uclass = 0xa3c280 <unit_classes+160>, unit_flags
= {vec = "\000\000\000\000\000\000\000"},
          omniscience = true, get_MC = 0x4cdf80 <combined_land_sea_move>,
unknown_MC = 18,
          get_TB = 0x5770e0 <no_fights_or_unknown>, get_EC = 0x4ce0e0
<sea_move>,
          can_invade_tile = 0x546ca0 <player_can_invade_tile>, get_zoc =
0x5567e0 <is_my_zoc>, is_pos_dangerous = 0x0,
          get_moves_left_req = 0x0, get_costs = 0x0, data = 0x3af1510}
        search_map = 0x289ba80
        pplayer = <optimized out>
        ferryboat = <optimized out>
        __FUNCTION__ = "aiferry_find_boat"
#1  0x00000000004e00ae in find_something_to_kill (ait=ait@entry=0x8c2980
<ai_types>, pplayer=pplayer@entry=0x1e43f50,
    punit=punit@entry=0x24e3660, pdest_tile=pdest_tile@entry=0x7fff82bfe2a8,
ppath=ppath@entry=0x7fff82bfe2b0,
    pferrymap=pferrymap@entry=0x0, pferryboat=pferryboat@entry=0x7fff82bfe2b8,
pboattype=pboattype@entry=0x0,
    pmove_time=pmove_time@entry=0x0) at aiunit.c:1216
        attack_value = 30
        parameter = {start_tile = 0x2bffa38, moves_left_initially = 3,
fuel_left_initially = 1, move_rate = 3, fuel = 1,
          owner = 0x1e43f50, uclass = 0xa3c280 <unit_classes+160>, unit_flags
= {vec = "\000\000\000\000\000\000\000"},
          omniscience = true, get_MC = 0x5764e0 <attack_move>, unknown_MC =
18, get_TB = 0x0, get_EC = 0x0,
          can_invade_tile = 0x546ca0 <player_can_invade_tile>, get_zoc =
0x5567e0 <is_my_zoc>, is_pos_dangerous = 0x0,
          get_moves_left_req = 0x0, get_costs = 0x0, data = 0x0}
        punit_map = 0x3af1510
        ferry_map = <optimized out>
        pos = {tile = 0x2e, turn = 61805840, moves_left = 0, fuel_left = 900,
total_MC = 3, total_EC = 1,

          dir_to_next_pos = DIR8_NORTH, dir_to_here = 900}
        punit_class = 0xa3c280 <unit_classes+160>
        punit_type = 0xa3e960 <unit_types+4992>
        punit_tile = 0x2bffa38
        boattype = 0x0
        ferryboat = 0x0
        pcity = <optimized out>
        bcost = 30
        handicap = true
        unhap = false
        harbor = false
        go_by_boat = <optimized out>
        vulnerability = <optimized out>
        benefit = <optimized out>
        pdefender = <optimized out>
        move_time = <optimized out>
        reserves = <optimized out>
        attack = <optimized out>
        victim_count = <optimized out>
        needferry = <optimized out>
        bk = 0
        want = <optimized out>
        best = 0
        goto_dest_tile = 0x0
        __FUNCTION__ = "find_something_to_kill"
#2  0x00000000004e11de in dai_military_attack (ait=ait@entry=0x8c2980
<ai_types>, pplayer=pplayer@entry=0x1e43f50,
    punit=punit@entry=0x24e3660) at aiunit.c:1692
        start_tile = 0x2bffa38
        path = 0x0
        ferryboat = 0x0
        dest_tile = 0x2bffa38

        id = 1247
        ct = 10
        pcity = 0x0
        __FUNCTION__ = "dai_military_attack"
#3  0x00000000004e2612 in dai_manage_military (ait=ait@entry=0x8c2980
<ai_types>, pplayer=pplayer@entry=0x1e43f50,
    punit=punit@entry=0x24e3660) at aiunit.c:2348
        id = 1247
        __FUNCTION__ = "dai_manage_military"
#4  0x00000000004e39df in dai_manage_unit (ait=ait@entry=0x8c2980 <ai_types>,
pplayer=pplayer@entry=0x1e43f50,
    punit=punit@entry=0x24e3660) at aiunit.c:2546
        bodyguard = <optimized out>
        is_ferry = <optimized out>
        __FUNCTION__ = "dai_manage_unit"
#5  0x00000000004e57ac in dai_manage_units (ait=ait@entry=0x8c2980 <ai_types>,
pplayer=pplayer@entry=0x1e43f50)
    at aiunit.c:2677
        punit = 0x24e3660
        punit_numbers = 0x7fff82bfe578
        punit_index = <optimized out>
#6  0x00000000004d2587 in dai_do_first_activities (ait=0x8c2980 <ai_types>,
pplayer=pplayer@entry=0x1e43f50)
    at aihand.c:736
No locals.
#7  0x00000000004a33e3 in cai_do_first_activities (pplayer=0x1e43f50) at
classicai.c:389
No locals.
#8  0x000000000040b442 in ai_start_phase () at srv_main.c:816
        _plr_ = 0x1e43f50
        MY_i = 92
        pplayer = 0x1e43f50
#9  begin_phase (is_new_phase=true) at srv_main.c:979
No locals.
#10 srv_running () at srv_main.c:2367
        save_counter = 1


    at aiunit.c:2677
        punit = 0x24e3660
        punit_numbers = 0x7fff82bfe578
        punit_index = <optimized out>
#6  0x00000000004d2587 in dai_do_first_activities (ait=0x8c2980 <ai_types>,
pplayer=pplayer@entry=0x1e43f50)
    at aihand.c:736
No locals.
#7  0x00000000004a33e3 in cai_do_first_activities (pplayer=0x1e43f50) at
classicai.c:389
No locals.
#8  0x000000000040b442 in ai_start_phase () at srv_main.c:816
        _plr_ = 0x1e43f50
        MY_i = 92
        pplayer = 0x1e43f50
#9  begin_phase (is_new_phase=true) at srv_main.c:979
No locals.
#10 srv_running () at srv_main.c:2367
        save_counter = 1
---Type <return> to continue, or q <return> to quit---
        i = <optimized out>
        is_new_turn = true
        skip_mapimg = false
        eot_timer = <optimized out>
        need_send_pending_events = false
#11 srv_main () at srv_main.c:2901
        __FUNCTION__ = "srv_main"
#12 0x0000000000404dd1 in main (argc=17, argv=0x7fff82bfec48) at
civserver.c:456
        inx = 17
        showhelp = <optimized out>
        showvers = <optimized out>
        option = <optimized out>
        __FUNCTION__ = "main"


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