Follow-up Comment #6, bug #20940 (project freeciv):
Close or retarget to 2.4.3?
___
Reply to this item at:
http://gna.org/bugs/?20940
___
Message sent via/by Gna!
http://gna.org/
Update of bug #20940 (project freeciv):
Status: In Progress = Fixed
Open/Closed:Open = Closed
___
Follow-up Comment #7:
Close or retarget
Follow-up Comment #5, bug #20940 (project freeciv):
I too was unable to reproduce this crash in a test game. But I think that is
because we have been looking in the wrong direction.
I do not think this crash was caused by 100 unit stacks moving, because the
same crash occurs during bombard
Follow-up Comment #3, bug #20940 (project freeciv):
Now I know how to do a guesswork decode of Windows stack traces, here's one:
0056C0A6 ___chkstk? or __alloca?
00471779 _remove_and_return_a_call
004717EE _call_handle_methods
0042D92E _input_from_server
6C3463D2
Follow-up Comment #2, bug #20940 (project freeciv):
A couple of further hints about this bug.
It was made less likely by reducing the movement animation time.
I suspect this was because showing the gotos hadn't been finished at TC.
Also it is not just a client goto issue.
The same bug occurred
Update of bug #20940 (project freeciv):
Category:None = client-gtk-2.0
___
Reply to this item at:
http://gna.org/bugs/?20940
___
Message sent
Follow-up Comment #1, bug #20940 (project freeciv):
Have we got some big recursion or stack allocations in client goto?
We know Windows tends to run out of stack before Linux (see bug #17962 and
friends), so we might be chewing massive amounts of stack without most
developers noticing.
URL:
http://gna.org/bugs/?20940
Summary: freeciv-gtk2.exe causes a Stack Overflow
Project: Freeciv
Submitted by: None
Submitted on: Tue Jul 2 16:20:55 2013
Category: None
Severity: 3 - Normal