[Freeciv-Dev] [bug #15468] map_is_known_and_seen segfault

2010-02-27 Thread pepeto

Update of bug #15468 (project freeciv):

  Status:  Ready For Test => Fixed  
 Open/Closed:Open => Closed 


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[Freeciv-Dev] [bug #15468] map_is_known_and_seen segfault

2010-02-26 Thread pepeto

Additional Item Attachment, bug #15468 (project freeciv):

File name: S2_2_aifill_connecthand_take.diff Size:2 KB


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[Freeciv-Dev] [bug #15468] map_is_known_and_seen segfault

2010-02-26 Thread pepeto

Update of bug #15468 (project freeciv):

  Status:None => Ready For Test 
 Assigned to:None => pepeto 

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Follow-up Comment #12:

Fixes attached for all points.


(file #8283)
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Additional Item Attachment:

File name: trunk_aifill_connecthand_take.diff Size:3 KB


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[Freeciv-Dev] [bug #15468] map_is_known_and_seen segfault

2010-02-26 Thread pepeto

Follow-up Comment #11, bug #15468 (project freeciv):

> I did not test it so I can't say. But the message 
>> 2: 24.02 05:29:06 -4000:Removing player AI*2.
>> 2: 24.02 05:29:06 -4000:AI*2 has been added as Easy level
>> AI-controlled player.
>
> looks similar to that I got trying to solve the aifill bug. It
> is connected to the value of nplayer and aifill. nplayer was set
> to 0 (or lower than aifill) by the scenario resulting in this
> strange behavior.

Well, your patch affect only loaded game. Here the case is for normal game
starts.


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[Freeciv-Dev] [bug #15468] map_is_known_and_seen segfault

2010-02-26 Thread Matthias Pfafferodt

Follow-up Comment #10, bug #15468 (project freeciv):

> Some part may be linked, however, does your patch fix all what
> has been reported here? 

I did not test it so I can't say. But the message

> 2: 24.02 05:29:06 -4000:Removing player AI*2.
> 2: 24.02 05:29:06 -4000:AI*2 has been added as Easy level AI-controlled
player.

looks similar to that I got trying to solve the aifill bug. It is connected
to the value of nplayer and aifill. nplayer was set to 0 (or lower than
aifill) by the scenario resulting in this strange behavior.


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[Freeciv-Dev] [bug #15468] map_is_known_and_seen segfault

2010-02-25 Thread pepeto

Follow-up Comment #9, bug #15468 (project freeciv):

Some part may be linked, however, does your patch fix all what has been
reported here?


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[Freeciv-Dev] [bug #15468] map_is_known_and_seen segfault

2010-02-25 Thread Matthias Pfafferodt

Follow-up Comment #8, bug #15468 (project freeciv):

could this be connected to bug #15448: aifill strange behaviour?

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[Freeciv-Dev] [bug #15468] map_is_known_and_seen segfault

2010-02-25 Thread pepeto

Update of bug #15468 (project freeciv):

 Planned Release: => 2.2.1  


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[Freeciv-Dev] [bug #15468] map_is_known_and_seen segfault

2010-02-25 Thread pepeto

Follow-up Comment #7, bug #15468 (project freeciv):

4) When aifill is 0, players are not created normally when connecting. I
could also crash the server when issuing "/take -", but I didn't get a
backtrace.
5-6) They seems the consequence of 4).


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[Freeciv-Dev] [bug #15468] map_is_known_and_seen segfault

2010-02-25 Thread pepeto

Follow-up Comment #6, bug #15468 (project freeciv):

2) This is not correct for S2_2, only trunk.


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[Freeciv-Dev] [bug #15468] map_is_known_and_seen segfault

2010-02-25 Thread pepeto

Follow-up Comment #5, bug #15468 (project freeciv):

3) This is invalid.

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[Freeciv-Dev] [bug #15468] map_is_known_and_seen segfault

2010-02-25 Thread pepeto

Follow-up Comment #4, bug #15468 (project freeciv):

1) Taking AI players created by aifill make things strangely.
2) Taking over a AI player which has been turned to human doesn't cancel the
ready state.
3) The server never show to the console when it starts.
4) When Stacie Thomas returns, his player gets automatically removed
(couldn't reproduce this one yet).
5) When Stacie Thomas attempts to take Caesar, both player are removed
(including the one already removed???).
6) When wendy issue '/take -' her character is removed?

I could reproduce all this points yet...

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[Freeciv-Dev] [bug #15468] map_is_known_and_seen segfault

2010-02-25 Thread pepeto

Follow-up Comment #3, bug #15468 (project freeciv):

Wow, what a bunch of bug report in one :)

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[Freeciv-Dev] [bug #15468] map_is_known_and_seen segfault

2010-02-25 Thread Marko Lindqvist

Follow-up Comment #2, bug #15468 (project freeciv):

Attaching stdout.log.

There is local patch that adds time and current year to log messages. "Server
cannot read standard input. Ignoring input." is ok, caused by the way I run
server.

Note how wendy is removed before starting the game by 'take -', but crash was
caused by calling map_is_known_and_seen() for her.

(file #8268)
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Additional Item Attachment:

File name: stdout.log Size:5 KB


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[Freeciv-Dev] [bug #15468] map_is_known_and_seen segfault

2010-02-25 Thread pepeto

Follow-up Comment #1, bug #15468 (project freeciv):

The crash itself has probably occurred because pplayer->private_map == NULL.
Do you have informations about how this game has started (loaded, started by
users)? Could you post the last lines of the logs?


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[Freeciv-Dev] [bug #15468] map_is_known_and_seen segfault

2010-02-24 Thread Marko Lindqvist

URL:
  

 Summary: map_is_known_and_seen segfault
 Project: Freeciv
Submitted by: cazfi
Submitted on: Wednesday 02/24/2010 at 17:53
Category: general
Severity: 3 - Normal
Priority: 1 - Later
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.2.0
 Discussion Lock: Any
Operating System: None
 Planned Release: 

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Details:

2.2.0 server using ancients ruleset. In case more information is needed, ID
for this game: Beta server game #796

Program terminated with signal 11, Segmentation fault.
#0  0x00489b68 in map_is_known_and_seen (ptile=0x197d1c0,
pplayer=0x982430, 
vlayer=V_MAIN) at server/maphand.c:808
808   assert(!game.info.fogofwar
(gdb) bt full
#0  0x00489b68 in map_is_known_and_seen (ptile=0x197d1c0,
pplayer=0x982430, 
vlayer=V_MAIN) at server/maphand.c:808
__PRETTY_FUNCTION__ = "map_is_known_and_seen"
#1  0x00488549 in send_tile_info (dest=0x17a4f30, ptile=0x197d1c0, 
send_unknown=false, force=false)
at server/maphand.c:407
pplayer = 0x982430
myiter = 0x18701e0
pconn = 0x8d9c00
info = {x = 0, y = 70, continent = 0, known = TILE_UNKNOWN, owner =
0, 
  worked = 0, terrain = 9282296, resource = 0, special = {false,
false, false, 
false, false, false, false, false, false, false, 119}, bases = {
vec = "\...@y", }, 
  spec_sprite =
"\000\260\304ϯ\377\177\000\000\000\000\000\000\000\000\000\000\320\304ϯ\377\177\000\000MFO\000\000\000",
nation_start = -1}
pnation = 0x0
owner = 0x0
__PRETTY_FUNCTION__ = "send_tile_info"
#2  0x00488305 in send_all_known_tiles (dest=0x17a4f30, force=false)
at server/maphand.c:339
ptile = 0x197d1c0
ptile_index = 0
tiles_sent = 1
#3  0x0042f329 in send_all_info (dest=0x17a4f30, force=false)
at server/srv_main.c:413
No locals.
#4  0x00434546 in srv_ready ()
at server/srv_main.c:2385
__PRETTY_FUNCTION__ = "srv_ready"
#5  0x0043480c in srv_main ()
at server/srv_main.c:2462
No locals.
#6  0x0042b5a1 in main (argc=17, argv=0x7fffafcfc718)
at server/civserver.c:362
inx = 17
showhelp = false
showvers = false
option = 0x17ac1d0 "\340\317\352\001"

(gdb) p game.info.fogofwar
$1 = true

It seems things are still getting initialized, as there is no government or
team for player:
(gdb) p *pplayer
$3 = {used = false, name = "Caesar", '\000' , 
  username = "wendy\000gned\000as", '\000' , 
  ranked_username = "Unassigned", '\000' , user_turns = 0,

  is_male = true, government = 0x0, target_government = 0x0, nation =
0x1834e60, 
  team = 0x0, is_ready = true, phase_done = false, nturns_idle = 0, is_alive
= true, 
  is_dying = false, is_winner = false, surrendered = false,
revolution_finishes = -1, 
  capital = false, real_embassy = {vec = "\000\000\000"}, diplstates = {{
  type = DS_NO_CONTACT, max_state = DS_ARMISTICE, first_contact_turn = 0,

  turns_left = 0, has_reason_to_cancel = 0, 
  contact_turns_left = 0} }, city_style = 1, cities =
0x17a9b50, 
  units = 0x17a9b70, score = {happy = 0, content = 0, unhappy = 0, angry = 0,

specialists = {0 }, wonders = 0, techs = 0, techout =
0, 
landarea = 0, settledarea = 0, population = 0, cities = 0, units = 0, 
pollution = 0, literacy = 0, bnp = 0, mfg = 0, spaceship = 0, game = 0},

  economic = {gold = 0, tax = 0, science = 100, luxury = 0}, bulbs_last_turn
= 0, 
  spaceship = {structurals = 0, components = 0, modules = 0, structure = {
  false }, fuel = 0, propulsion = 0, habitation = 0, 
life_support = 0, solar_panels = 0, state = SSHIP_NONE, launch_year =
, 
population = 0, mass = 0, support_rate = 0, energy_rate = 0, success_rate
= 0, 
travel_time = 0}, ai_data = {control = false, prev_gold = 0, maxbuycost =
0, 
est_upkeep = 0, tech_want = {0 }, handicaps = {vec =
"\000"}, 
skill_level = 0, fuzzy = 0, expand = 100, science_cost = 100, warmth = 0,

frost = 0, barbarian_type = NOT_A_BARBARIAN, love = {1 }}, 
  ai = 0x0, was_created = false, is_connected = true, current_conn = 0x0, 
  connections = 0x17a9b90, private_map = 0x0, gives_shared_vision = 0, 
  really_gives_vision = 0, wonders = {0 }, attribute_block
= {
data = 0x0, length = 0}, attribute_block_buffer = {data = 0x0, length =
0}, 
  debug = {vec = ""}}
(gdb) p game.info.turn
$4 = 0





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