[Freeciv-Dev] [bug #21384] Client segfault in fill_grid_sprite_array on server shutdown or player /remove

2014-02-04 Thread Jacob Nevins
Follow-up Comment #10, bug #21384 (project freeciv): What kind of implications this has on 'foggedborders' setting? The bug, or the fix? I think the crash occurred regardless of foggedborders. As regards the fixed version, this bit of comment #3 describes the main quirk that can happen with

[Freeciv-Dev] [bug #21384] Client segfault in fill_grid_sprite_array on server shutdown or player /remove

2014-01-04 Thread Jacob Nevins
Follow-up Comment #8, bug #21384 (project freeciv): Postscript: cazfi actually spotted this problem nearly two years ago. From bug #18588 comment 1: I suspect that there's similar problem when tile owner is removed from game. Remaining players may still have him as owner of the tile in their

[Freeciv-Dev] [bug #21384] Client segfault in fill_grid_sprite_array on server shutdown or player /remove

2013-12-31 Thread Jacob Nevins
Update of bug #21384 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at:

[Freeciv-Dev] [bug #21384] Client segfault in fill_grid_sprite_array on server shutdown or player /remove

2013-12-29 Thread Jacob Nevins
Update of bug #21384 (project freeciv): Category: client-gtk-2.0 = general Status:None = Ready For Test Assigned to:None = jtn Operating System:

[Freeciv-Dev] [bug #21384] Client segfault in fill_grid_sprite_array on server shutdown

2013-12-28 Thread Jacob Nevins
Follow-up Comment #1, bug #21384 (project freeciv): tilespec.c:4372 is retrieving a player-specific border sprite to draw a border edge. I'm guessing (but haven't checked) that that player has been freed by now. I wonder if this is related to something I said in comment 7 on bug #21116: I'm a

[Freeciv-Dev] [bug #21384] Client segfault in fill_grid_sprite_array on server shutdown

2013-12-28 Thread Marko Lindqvist
Follow-up Comment #2, bug #21384 (project freeciv): it seemed to occur intermittently And from backtrace: timer_callback() So it seems like unlucky semi-parallel execution, timer callback is executed while some state is temporarily not consistent.