Follow-up Comment #18, bug #20045 (project freeciv):
It could be also something like bug #21899 if units were bounced for any
reason.
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Follow-up Comment #17, bug #20045 (project freeciv):
If allied transports are involved, this could be bug #20727 (transport moving
out of sight, getting unloaded for removal from client end before cargo moves)
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Follow-up Comment #16, bug #20045 (project freeciv):
in unit_transport_unload() [unit.c::2072]: assertion
'same_pos(unit_tile(pcargo), unit_tile(ptrans))' failed.
I've seen this assertion failing in 2.4.0-beta1 on the client a couple of
times when testing with loading/unloading submarines and
Follow-up Comment #15, bug #20045 (project freeciv):
Another fixed bug of which this could be duplicate: bug #20498
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Follow-up Comment #14, bug #20045 (project freeciv):
I'm afraid it keeps failing with the same error. I tested S_4 r21843 that
includes the mentioned patch.
The error appears when I reload the savegame posted here, and also when I
start a new clean game.
1: in unit_virtual_destroy()
Follow-up Comment #13, bug #20045 (project freeciv):
So unit unloading failure. I'm not sure if bug #20085 could explain this, but
it would be worth testing if now committed fix to it fixed this too.
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Follow-up Comment #3, bug #20045 (project freeciv):
I'm still curious to know the reason of this error, even if it only happens to
me. Else I'm not going to be able to test any freeciv version until there is a
window installer.
I have successfully installed the new v2.4 beta1 over ubuntu 9.04
Follow-up Comment #4, bug #20045 (project freeciv):
Oh, does the assert happen in server or client side? You haven't actually said
that, but for some reason I've tried to reproduce server side crash.
Attached is the autogame I tested:
- civ2civ3.serv settings
- Random seed from the savegame you
Follow-up Comment #5, bug #20045 (project freeciv):
I was about to ask the same thing re client vs server assertions.
I've just built 2.4.0-beta1 and downloaded the v2.4-2 modpack via
freeciv-modpack and I also can't provoke the savegame into any assertions.
Perhaps an exact sequence of steps?
Follow-up Comment #6, bug #20045 (project freeciv):
Is it possible that you have old version of some ruleset file in the
FREECIV_DATA_PATH so that it (that single) file gets used instead of correct
one? You could start server with -d 3 and read output after rulesetdir
civ2civ3 carefully to see
Follow-up Comment #7, bug #20045 (project freeciv):
Hey, hey, I got one of these assertion failures. At some point. Lost it. Darn.
I'll try again.
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Follow-up Comment #8, bug #20045 (project freeciv):
...and it was on the client. I'd left the server just running with the client
as global observer.
1: in unit_transport_unload() [unit.c::2072]: assertion
'same_pos(unit_tile(pcargo), unit_tile(ptrans))' failed.
1: Please report this message at
Follow-up Comment #9, bug #20045 (project freeciv):
Right, it is client side error... Sorry I didn't realize it.
- Minplayers setting set to 0 (I'm still curios of how you started the all-ai
game when minplayers setting was not 0 - had you first human player that was
then turned to ai?)
Yes, I
Follow-up Comment #10, bug #20045 (project freeciv):
the code does not compile for me when I try
./autogen.sh --enable-debug
Could you raise this as separate bug ticket? With exact error message from the
compiler.
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Follow-up Comment #11, bug #20045 (project freeciv):
Can you test if this asserts for you?
When I launch your .serv (that includes set timeout -1), it seems to work even
without debug enabled, and I do get the assertion error in the client.
You could start server with -d 3 and read output after
Follow-up Comment #12, bug #20045 (project freeciv):
OK, reproduced an assertion failure.
Client asserted (and died since I used -F) between T0110 and T0111.
Client backtrace:
#0 0x7f01516b17bb in raise (sig=value optimised out)
at ../nptl/sysdeps/unix/sysv/linux/pt-raise.c:42
No
Follow-up Comment #1, bug #20045 (project freeciv):
I can't reproduce the crash from the savegame. It's curious savegame, though,
in that all players are under AI control, but minplayers setting prevents
starting the game again without human taking one player.
I'm currently running autogame with
Follow-up Comment #2, bug #20045 (project freeciv):
Are these the settings you used?
Yes, with those settings my games always end crashing around turn 100 to 150.
Actually, the savegame I uploaded always crashes to me when I end the turn.
It is an autosave from a game that I was playing under AI
URL:
http://gna.org/bugs/?20045
Summary: assertion failed with civ2civ3 over S2_4
Project: Freeciv
Submitted by: bardo
Submitted on: vie 10 ago 2012 02:03:47 GMT
Category: None
Severity: 3 - Normal
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